Part two of my complete Dragon's Maze set review.
Gold:
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Advent of the Wurm: Wow this thing is good. I'm calling it now, Selesnya-Bant is going to kick ass in standard. This is good enough that it may find a home in EDH, but I doubt it will be a must play.
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Armored Wolf-Rider: Limited filler.
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Ascended Lawmage: This has a good combination of abilities, decent stats, and reasonable cost that makes it stand out as a potential constructed card. EDHs which need hex proof, evasive creatures are uncommon, but they do exist so I wouldn't be surprised if this makes an appearance in a few lists.
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Beetleform Mage: Limited filler.
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Blast of Genius: I think if this cost 1 or 2 less it would be playable in EDH. However as it stands this simply doesn't do enough for 6 mana.
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Blaze Commando: A limited firehouse, potential high end of a RDW, this is a sweet card. As it doesn't trigger on dealing damage to players, it is also a very easy card to use. Certainly a card to consider in burn heavy EDHs.
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Blood Baron of Vizkopa: The first of DGM's ridiculous mythics, this creature does a lot. It has two relevant abilities, decent stats, an awesome secondary ability, all for the low low price of 5 mana. Considering EDH starts at 40, the first part of this bad boy's trigger shouldn't be too difficult. However getting someone from 40 to 10 is hard work, so I doubt how many times you'll get the +6/+6. Oh well, I suppose all you get is a 4/4 lifelinker with double protection.
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Boros Battleshaper: Master Warcraft on a creature. I don't think this is very good at 7, but people will still try to use it.
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Bred for the Hunt: An interesting additional copy of Edric in some decks. In a 100% +1/+1 counters matter deck this could easily win games.
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Bronzebeak Moa: Now this is a powerful creature. With an engine such as Ghave this turns into a whole lot of damage to the face. Totally worth considering in creature or token EDHs.
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Carnage Gladiator: 1 isn't a bunch, but it adds up. However this doesn't add up fast enough. Run it in limited, not EDH.
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Council of the Absolute: In a format with a well defined meta this can just wreck decks. The nature of the ability is better with multiples, so I'd say leave this one in your Constructed binder.
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Deadbridge Chant: Jumping jesus on a trampoline this is good. It does everything recursion heavy BUG and BWG decks want to be doing anyway. If you know your opponent has this card, leave up counter mana. An absolute must have for any EDH running black and green.
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Debt to the Deathless: Double
Exsanguinate could be good, I don't know. Testing is required.
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Deputy of Acquittals: Flash and friendly bounce, both useful abilities in EDH. I think this will find a home in a deck like Jenara which already abuses ETB triggers.
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Dragonshift: This is a very interesting card. At first glance it seems like it would work best in a token based strategy, turning an army of 1/1s into 4/4 dragons. It would certainly be good there, but I think this will have even wider applications than that. Any creature heavy deck in both blue and red can benefit from temporary drag-insanity.
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Drown in Filth: Potentially useful, I think theres probably more efficient things you can be doing at 2-cmc for both removal and mill.
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Emmara Tandris: Wow this is a let down. It is a unique ability (Indestructible would be better), but it isn't really worth a slot when the whole card costs 7.
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Exava, Rakdos Blood Witch: This will make for an interesting EDH card, probably the best general of the DGM legends. Totally worth running in any black-red aggro deck.
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Feral Animist: A simple but surprisingly powerful ability. Activate it twice in a turn and you're swinging for 8. Activate it a third time and you're swinging for 16. Seems good, especially with +1/+1 counters or other power pumping effects.
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Fluxcharger: Limited filler.
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Gave of Granite: Potentially a 1-sided board wipe (nod to staple
Pernicious Deed), totally worth a slot.
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Gleam of Battle: Too expensive for EDH.
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Goblin Test Pilot: Limited filler.
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Gruul War Chant: Madcap global enchantment seems cool, but I doubt it will hold up after a couple of weeks.
Fires of Yavimaya is a similar, cheaper, red-green enchantment that is 100% more relevant and still disappears from many lists.
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Haunter of Nightveil: Limited filler.
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Jelenn Sphinx: Limited filler.
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Korozda Gorgon: Limited filler.
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Krasis Incubation: I'm very much looking forward to playing with this card, it seems like it will be quite strong in the slower DGM format. However I don't see any application beyond limited.
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Lavinia of the Tenth: This card is very strong. Detaining all your opponents' mana dorks and manafacts seems very good, not to mention she's got quite a reasonable body. Control decks in blue and white with access to bounce combos will no doubt abuse the crap out of Lavinia.
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Legion's Initiative: This is very clearly a card designed with constructed in mind. However that doesn't diminish how effective this card can be in EDH. Most Boros lists I've seen have a big problem with spot removal and board wipes.
Legion's Initiative not only solves that problem, but also acts as a half-and-half
Honor of the Pure.
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Master of Cruelties: The first of the ridiculous mythics spoiled, people have been talking about this card for a couple weeks now for good reason. This badass Demon sits there are blocks anything that doesn't fly, eventually getting in that critical "auto 1" attack. This card is one that will see immediate and continuous play as it is an ability clearly geared for EDH. Killing or countering this card will be an absolute priority.
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Maw of Obzedat: This is going to be great in limited, but will find a home in EDH I'm sure. While I've only recently started playing
Ghave, such an ability seems perfect for giving you those last few points of damage needed to sweep away players.
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Melek, Izzet Paragon: This is unbelievable in any format where Sensei's is legal. Oh hey, will you look at that?
Sensei's Diving Top is legal in EDH? Melek is going to be an awesome general or third
Future Sight in many a list.
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Mirko Vosk, Mind Drinker: While I think he makes a better mill general than
Szadek, I doubt Mirko will find that much of a following in EDH. Just as aggro strategies are much harder in EDH, so are mill strategies, doubly so once you consider how much recursion is in the format. This card will be great in Limited, and may find a home in Constructed, but has no real EDH application.
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Morgue Burst: Limited filler.
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Nivix Cyclops: Finally straight Izzet is playable in limited. This card is going to be really good in limited, a top 3 pick I'm sure. Izzet EDHs will also probably want to play this guy considering how efficient he is at getting huge.
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Notion Thief: What an unbelievable ability, perfect for EDH. Oh your opponents' try to draw a bunch with
Consecrated Sphinx? Nope.
Brainstorm? Nope. This card is awesome, a must have for pretty much any EDH running blue and black.
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Obzedat's Aid: Its taken a while to get this effect at it's 'default' cost, but now we have it: the ultimate in recursion effects. Pretty much every white and black EDH out there will experiment with this card and for good reason.
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Pilfered Plans: In EDH you target yourself with this and it's effectively "draw four" for 3-cmc. That seems really good.
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Plasm Capture:
Mana Drain is excellant, I'm glad it's getting reprinted at a fair price. I can't think of a green-blue EDH this doesn't fit in, an absolutely fantastic pick.
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Progenitor Mimic:
Clone something, then get a copy of that something each turn? Seems like a sweet EDH card, playable in most Simic decks.
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Putrefy: A stellar reprint, already a staple of EDH. No doubt this will also rock Constructed and Limited formats.
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Ral Zarek: Finally. This is one badass planeswalker, full of potential. I'm not convinced of his viability in EDH (neither of his non-ultimate abilities are that amazing), but he will win Limited and Constructed games for sure.
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Reap Intellect: This initially seems not that great in EDH. However might I point out that you get to exile a bunch of cards from target opponent's hand, plus search their library to see what remains? This has application in Constructed as a potential game breaker and in EDH as a high value super-discard spell.
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Render Silent: Super counter is a a great EDH card. Run it if you have both white and blue mana.
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Restore the Peace: I don't see this being that good, but someone will try it.
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Rot Farm Skeleton: A creature that recurs itself by effectively drawing me cards? Seems good.
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Ruric That, the Unbowed: Wow this card is powerful. In the immortal words of Evan Erwin, Take 6!
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Savageborn Hydra: Finally a Hydra capable of running in Animar. Double strike on a Hydra is a massive ability, doubling the mana investment you just put it. The ability to put extra +1/+1 counters on this thing is sweet, allowing you to immediately turn it into the biggest threat on the board.
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Scab-Clan Giant: Limited filler.
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Showstopper: If this could hit players it would be an awesome combo piece. Since it can't it's a crappy Limited card.
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Sin Collector: Almost-
Castigate on a stick is a great card. This has obvious application in EDH, potentially in Constructed depending on how the format evolves.
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Sire of Insanity: An awesome combo piece and hellbent enabler.
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Species Gorger: Very good stats for cost, plus a great 'drawback'. This may be too slow for combo EDHs, but more casual Simic and RUG decks will no doubt love this card.
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Spike Jester: Limited filler.
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Tajic, Blade of the Legion: This is a really cool card that costs too much. Very rarely will this actually be an indestructible 7/7 for 4. Much more often this will be an indestructible 2/2 for 4, which really isn't good at all.
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Teysa, Envoy of Ghosts: Cool combination of abilities, seems perfect for reanimator strategies, especially in creature heavy metas.
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Tithe Drinker: This card is amazing, perhaps the best common in the set. Easily first pickable in Limited, capable in Constructed, dunno about EDH. Extort seems good, but 40 life is a lot to get through.
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Trostani's Summoner: This is an amazing card. Coupled with some form of flickering, it turns into an incredibly efficient source of power. In Limited this is 10 power for 7 mana, easily worth a slot.
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Unflinching Courage: New
Armadillo Cloak is cool, a sweet card for Voltron decks such as
Rafiq.
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Varolz, the Scar-Striped: The potential for mayhem with this Legendary have already been discussed, easily a must have for any Golgari deck.
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Viashino Firstblade: An awesome limited piece, not so great in EDH.
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Voice of Resurgance: Oh you wanted to do stuff on my turn blue player? Sweet! This is an absolute must have for Constructed and Modern, a total bomb in Limited, and a perfectly fine 2-drop in EDH.
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Vorel of the Hull Clade: Aquaman to the Super Friends deck. Vorel has decent enough stats and a cool ability, making him a fun casual commander.
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Warleader's Helix: Oh baby this card is good. I can't really think of many red and white EDHs that wouldn't want to run this card. As Mike Flores talked about last week, this is going to rock in Constructed too, so pick up your copies quick.
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Warped Physique: Limited filler.
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Woodlot Crawler: Limited filler, potential Constructed applications.
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Zhur-Taa Ancient: This sort of ability is very dangerous in EDH, but here it appears to be a drawback. As such this is a surprisingly affordable beastie, especially if you reduce its cost further with something like Animar or Heartless Summoning.
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Zhur-Taa Druid: Additional mana dorks are never bad, especially ones that grind out advantage over the table.
Split Cards:
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Alive//
Well: I personally think this will turn out to be one of the strongest new split cards. Quite quickly this can gain you 4 or 6 life for 1 mana, or later turn into a 3/3 creature. One of the most obviously synergistic fuse cards, I also think its very well designed.
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Armed//
Dangerous: This will be good in Limited, primarily for double strike. Lure is an interesting ability, especially when paired with double strike. I doubt this will see competitive or EDH play.
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Beck//
Call: This is an awesome card, but I'm not really sure what deck will run it.
Beck functions as an additional
Glimpse of Nature, fusing wonderfully with
Call. A card to look at for Bant decks.
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Breaking//
Entering: This is incredibly strong, milling lots of cards then getting something big back with haste is awesome. I'm going to run this in my Grixis deck.
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Catch//
Release: Each side of this card does something interesting in EDH, so it's worth running on that note. However fused this is a total blowout. Steal a land with
Catch, then
Release kills two of their lands plus sweeping a big chunk of the board.
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Down//
Dirty: The two halves of this card don't fuse well together (they don't interact at all), but the utility of both abilities makes this card worth considering.
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Far//
Away: By far and away the best of new split cards,
Far//
Away has immediate value as decent removal and a two for one when fused.
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Flesh//
Blood:
Flesh is the more interesting half of this card, as it allows you to turn your opponent's graveyard resources against them.
Blood is decently strong removal, making a fused
Flesh//
Blood a pretty tough card to beat.
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Give//
Take: This card is amazing.
Give is a very reasonably costed version of that ability, but
Take is the all star. Take can easily refill your hand in many Simic decks, especially ones with +1/+1 counters matter sub themes.
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Profit//
Loss: This is a very lackluster split card, as the effect has already been done on a gold card before called
Zealous Persecution. This is a much more expensive version of the effect, making me wholly unimpressed with this card's usefulness.
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Protect//
Serve: This is a much stronger combat trick than
Profit//
Loss, allowing you to kill an opponent's creature without losing yours (twice if fused), or prevent your death by something scary.
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Ready//
Willing: This is a cool set of abilities, at a very reasonable cost. I suspect this may have the most Constructed application of all the rare split cards, looking at the use of cards such as
Boros Charm and
Azorius Charm.
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Toil//
Trouble: This has two abilities already proven to be useful in EDH. I think the addition of fuse makes this card worthwhile as a possible new trick for Rakdos.
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Turn//
Burn: Mike Flores discussed this card's Constructed application in depth on the Mothership when it was first revealed. As EDH has even more ridiculous creatures out there than Constructed, I'm sure this will find a home.
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Wear//
Tear: Sometimes simpler is better; this is easily one of the best fuse cards. EDH is full of your opponents' artifacts and enchantments that just need to die, this accomplishes that at a very reasonable price in a new combination of colors.
Artifacts:
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Cluestones: These are very weird mana rocks. However their presence enables way more drafting strategies. I suspect the cycling was added to counteract the higher value of artifact destruction.
Lands:
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Guildgates:
Guildgates being at Basic is going to make this a very interesting draft format, enabling so many new strategies and color combinations.
Phew that took a while. I hope you enjoyed my full set review of DGM, feel free to post comments below.