Personally I think it is very good with a few small but extremely irritating mistakes. Flavor of the set and the fuse mechanic have been very well done in my opinion. the majority of the split cards seem like you want to play them in a similar way to the charms of the rest of the block. The mythics definitely fell mythic most have very powerful effects. And the rares are good, with the exception of the guild champions which I will talk about in a sec there doesn't seem to be a large number of completely rubbish I have no idea what to do with this rares. There is also a number of mouth watering uncommons.
Problems:
Guild champions, they didn't have to all be constructed playable all stars I'd of settled with good in EDH. The Emma fiasco almost single handely ruined the set for a lot of people. Treysa isn't great either but not complete fail but close, Vosk underwhelming but the rest are fine.
Dimir... there are two good dimir cards notion thief and far//away.... to bring that to a grand total of 3 good dimir cards in the whole block (dimir charm). Seriously what the hell?.... Dimir players definitely got shafted and it can't really be blamed on Snapy since Aurious and Simic did perfectly fine. Izzet also had troubles but I feel DGM definitely helped Izzet while it didn't help Dimir.
I am also looking forward to draft it..... I am just worried I am going to continue to draft dimir for some reason :S.... I keep doing it in gatecrash (and doing ok.... call of the nightwing all day every day why can't I resist you :(?)
-Lots of "build around me" rares: There are about 10 different decks I want to try building now, and for once I feel some of them might actually be good. If some of these cards take off, I could see Standard moving away from the goodstuff decks, and actually support some combo.
-Fuse: It's easily the best-designed aspect of the set. It brought back the split cards in a creative and elegant way. I look forward to opening each and every one of these.
-Limited Playability: Unlike GTC, there aren't many cards that I wouldn't be willing to maindeck in most cases here. Hopefully, that leads to a more interesting set of early picks. Not being restrained to one guild also helps ease the worries of being cut on the cards you desperately need.
-Guild Supplementing: I feel like a lot of the designs in DGM rectified what was missing from the guilds in RTR and DGM limited.
Azorius- A sense of balance... it got the fewest playables, but was well-positioned to be the best deck.
Orzhov- Big, splashy spells... most of the playability of the guild in GTC came from extort, and didn't feature finishers.
Boros- A good top end... Most of the higher CMC creatures were either rare or uninspiring in GTC.
Selesnya- Excitement... everyone loves playing with Armadillo Cloak and a massive populate-able army in a can.
Dimir- A solid base of playables... every common/uncommon is a worthy addition to a limited deck.
Izzet- Again, a solid base of playables... every commmon/uncommon except Goblin Test Pilot will be picked early.
Simic- Build-around cards... no longer is a cheap evolve curve the only way to play, as the guild now has access to both removal and improved card drawing.
Rakdos- Variety... unleash was criticized as very vanilla, but the relative lack of it here lets the other subthemes stand out.
Golgari- Self-mill and removal... their war of attrition just got a lot more manageable.
Gruul- Midrange support... the bloodrush creatures were often used to support a hyper-aggressive plan in GTC, but many cards here give you good reason to play a slower beatdown strategy.
Cons
-Legend design: I'm not as upset about this as most. Clearly though, the outcry is a message to the developers that legendary creatures are not trifling matters, and should be treated with the respect of a Planeswalker. Nobody wants a highly-anticipated character like Emmara to be a last-minute design swap overshadowed by every other Selesnya rare.
-Too many cycles: Perhaps this was a concession to the complexity issue, but I'm not a fan of all the cycles in DGM. Did we really need Cluestones, Gatekeepers, and Maze creatures at common? I can skip over every one of them when looking for constructed playables in my packs, and I'd rather be a bit more challenged.
-Underutilization of the gates: Yes, I know I just criticized the Gatekeeper cycle. That said, apart from Maze's End, it's the only use of the gates in the entire set. Where's the Amulet of Vigor or sweet conditional removal to make a gate archetype playable? I'm disappointed that it didn't lead anywhere exciting.
-Imbalanced guilds: I'm cautious to say this, since I don't agree that Dimir was "totally hosed" this set. I think that a lot of the lesser guilds have received good support. That said, I feel like certain guilds still have a clear leg up going into the new draft format. Selesnya is still absurdly powerful. Orzhov benefits from getting improved partners and bigger finishers.
This is the most lackluster set I've seen in quite a while.
The good:
Split cards - Fuse, to be specific. Interesting design. Most are a bit pricey for what they do, but that's acceptable.
Uh, that's about it I think?
The bad:
Lack of guild keywords - There's so few of them and they ain't very spectacular either. Very disappointed with that.
Power level - This is, for lack of a better term, a very durdly set. I don't think there's a single card in the set that they really pushed hard (including Voice of Resurgence. Yes, there are some playable cards for Standard like any set, but they are few and far between. It's all very ho-hum. Lots of big, dumb, overcosted creatures.
Guild champions - Gah, they're so awful. They could have done such amazing things with them. But no, they didn't. Most of them aren't even worthy of being in an EDH deck, let alone a general.
Overall lack of cohesiveness - The set as a whole feels very haphazardly put together. Trying to squeeze all ten guilds in a small set is looking like a failure to me.
Yeah, I don't know. I'm just not feeling this set at all. I had planned on buying a box, but it's definitely not worth the money. There's only a few rares I'm interested in, most of which are garbage-bin rares... and a couple of mythics that I'm not going to take a risk on trying to pull from a single box. Bah humbug.
#1 Guild mechanics didn't 'evolve' enough, no pun intended
Each guild gets a grand total of 2 cards with its guild mechanic and they did more or less the same ol' stuff which was already covered in RTR/GTC.
Unleash continues its identity as a dumb aggro mechanic. Can't they create a card which makes it beneficial NOT to unleash it? No, not being able to block is not a big deal at all. Something like a 1BR 2/2 creature which gains haste, first strike or lord for dudes with +1/+1 tokens when unleashed, or draw 1 card lose 1 life every upkeep if otherwise? Flavor-wise, it could be a Rakdos general who leads his troops into battle, or is a manipulator behind the scenes.
Almost every mechanic is just tweaking numbers e.g. Lyev Decree (I used to detain only 1 dude in RTR now I can detain TWO in DGM yippee!) or worse, tacked onto otherwise vanilla creatures as if we hadn't seen enough in RTR/GTC e.g. Battering Krasis. Although Graft wasn't competitive back in the days of original Ravnica, it covered more ground and provided more possibilities.
#2 Terrible guild champions
They're just a ragtag of existing spells or abilities and terribly fail flavor-wise. Vorel is infamously known as Gilder Bairn 2.0. Teysa is the 4/4 cripple with No Mercy. It's no wonder that guild champions who feature their guild mechanic are more well-received.
Tajic could have been a pseudo Hero of Bladehold, maybe add 1 token instead of 2, to make it more possible to trigger his battalion ability? Instead of an arbitrary +5, giving him +1 for each other attacking creature would better showcase how he depends on the strength of the Legion. Just giving it indestructability and an enormous arbitrary P/T battalion bonus seems really half-assed.
Of course, the Emmara/Voice of Resurgence fiasco left a bad taste in many players' mouths. Nuff' said.
#3 Waste of card slots, especially in such a small set
Cluestones are not necessary at all with all the Keystones and guild gates. If mana fixing is still a problem, just putting in 1-2 mana fixing artifacts e.g. Prophetic Prism in GTC would suffice, no? Someone also mentioned the Maze creatures and I agree. Even if it's for Limited, at least make them more playable at a lower CMC! Same goes for the Primordial cycle in GTC. It's a pity as they could have maximize those slots to fully flesh out the guild mechanics.
Let's be honest everyone- this set is total and utter garbage. I never thought a set could be worse than Dark ascension- BOY was I proved wrong. There is nothing worth opening in this set.
It's all simple really- build a good set with cards people want to open, play with, trade, or collect and you have winner. The garbage of a set has none of those.
Overall I am not happy with Dragon's Maze. The 3rd Set in a block is suppose to bring the power, and I just dont see it here. Yeah, its been beat to death, but the guild champions were a flop. Fuse is cool, but cards seem like they are costed way to high.
Am I the only one in the world who hates they WotC is pandering to Commander so much? I love EDH and think its awesome and it has its time and place, but Magic is 60 card constructed decks and limited draft. This is how magic started and how sets should be tailored to enhancing Legacy, Modern and Standard.
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Playing Magic Since 1995 -
Best Standard of all time was "Scars/12/Innistrad"
Fav Cards of all time: Geist of Saint Traft; Kaalia of the Vast
Anyone care to explain what exactly is meant by the "emmara fiasco" which I have read about several times now?
Yet Emmara seems strange at 5/7 for an elve. Even if she has wooden barriers and root tentacles and stuff fighting for her. Couldn't they have made her a Treefolk? Or a dryad at least.
You pretty much answered your own question here.
I agree with others - not enough guild keywords, and the cluestones take 10 precious slots.
Also, no Nephilim? Seriously Wizards? Not even one?
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Watch your words, for they become actions.
Watch your actions, for they become habits.
Watch your habits, for they become character.
Watch your character, for it becomes your destiny.
The set isn't horrible IMO. It just has too much going on in it. Too many cycles, too many forced inclusions. It shouldn't have been a small set while trying to force everything into it.
I'm not really disappointed in anything other than Emmara design-wise, and it looks like it can bring a decent number of standard playable cards into the mix, though time will tell. Limited looks pretty good as well, you won't be forced to have one card in the pack be decent and the rest of your draft be like 'meh'. Almost all of the commons and uncommons are pretty good and playable to an extent.
I'm not jumping up and down for anything or clawing at my wallet to throw money down for this set, but I'm much happier overall with this compared to GTC. RTR is still hands down the powerhouse of the block.
I can't agree more with the people above stating that DGM feels like an EDH set.
They had such an awesome opportunity to make awesome guild champions, for all the guilds but boy were we disappointed.
I feel if they created more relevant champions the EDH players would have enjoyed them as well. I mean if EDH was big before the printings of the Commander products why do they need so much support in the standard sets. Like what was said before give EDH players their yearly products and keep the EDH cards out of our standard sets.
I mean when I went on dailyMTG and saw Varolz was being spoiled in the commander article I almost lost it. At least he was up to scratch.
I was going to buy a box or 2 boosters but now I do not know. I loved Ravnica and RTR as well. But since gatecrash and dragon's maze I feel that WOTC let the ball slip and now we have a mediocre set.
This could have been so awesome.
But still I will enjoy the set and there is still a lot of stuff I want.
I don't think EDH was a high priority for the design team. I think they went with an idea, and that idea is NEVER a popular one:
Cut the power.
They wanted to slow down the format. One major complaint from many new players is that they never actually get to play Magic on Friday. They play three or four lands, maybe a creature. Then their opponent murders them under an onslaught of creatures and spells.
So a reduction in power was needed. As Modern shows, one of the goals of a healthy format is that players actually get to play. Dying on turn 4 isn't fun for anyone.
Unfortunately, that did mean that the power of the cards got significantly reduced, the CMC increased.
Overall, I don't like the set at all, but I know WHY they did it. I will get about 14 cards from the set, and that's it.
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Level 1 Judge
"I hope to have such a death... lying in triumph atop the broken bodies of those who slew me..."
You don't call "dying to removal" if the removal is more expensive in resources than the creature. If you have to spend BG (Abrupt Decay), or W + basic land (PtE) to remove a 1G, that is not "dying to removal". Strictly speaking Goyf dies to removal, but actually your removal is dying to Goyf.
I don't think the set is garbage like others seem to think, I'm sure many of the cards will see constructed play. I can understand a lot of the negativity, especially when the most high profile cycle (the champions) is such a huge miss, it really leaves everyone with a sour taste about the set.
So I'll wait to see how standard shapes up after its release before giving my verdict. However, the set sure isn't especially exciting.
I see a bunch of under-rated Mythics (other than the obvious great ones like Voice). Nothing bonkers but stuff that could definitely find it's way into making meaningful impact in Standard.
Two that come to mind are Master of Cruelties who dodges a TON of the current removal spells and Council of the Absolute who is not only a Nevermore on a stick but doubles as really good ramp for something like Aetherling.
Outside of the decent Mythics, we have one of the best Constructed creatures ever in Aetherling and a few other decent cards such as Advent of the Wurm.
From a common/uncommon perspective in both constructed/limited, VERY underwhelming.
The whole set pails in comparison to both RTR and GC but will leave it's mark. Reminds me of Avacyn Restored with worse/lackluster limited cards.
It's an instant speed 5/5 trampler for 4. Wtf do you people want seriously? It has applications in populate/ above the curve beats decks, or in Bant control/ flash. I seriously think anyone mad at this card for any reason other than losing an attacker to instant speed wurm, should go home and make their own awesome card game and leave the rest of us alone.
Yeah, it was stated that they switched Emmara and Voice of Resurgence were switched... but still that doesnt mean Emmara should have been as bad as she is.
I would have been happy if Emmara was what Trostani's Summoner is...
Yes, that explains that one, but I am still waiting for explanations of the Mirko, Vorel, Teysa fiascos as well! The set is horrible and I will only be picking up playsets of about 10-15 cards.
Personally I think it is very good with a few small but extremely irritating mistakes. Flavor of the set and the fuse mechanic have been very well done in my opinion. the majority of the split cards seem like you want to play them in a similar way to the charms of the rest of the block. The mythics definitely fell mythic most have very powerful effects. And the rares are good, with the exception of the guild champions which I will talk about in a sec there doesn't seem to be a large number of completely rubbish I have no idea what to do with this rares. There is also a number of mouth watering uncommons.
Problems:
Guild champions, they didn't have to all be constructed playable all stars I'd of settled with good in EDH. The Emma fiasco almost single handely ruined the set for a lot of people. Treysa isn't great either but not complete fail but close, Vosk underwhelming but the rest are fine.
Dimir... there are two good dimir cards notion thief and far//away.... to bring that to a grand total of 3 good dimir cards in the whole block (dimir charm). Seriously what the hell?.... Dimir players definitely got shafted and it can't really be blamed on Snapy since Aurious and Simic did perfectly fine. Izzet also had troubles but I feel DGM definitely helped Izzet while it didn't help Dimir.
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
This is going to be an awesome draft season
Pioneer:UR Pheonix
Modern:U Mono U Tron
EDH
GB Glissa, the traitor: Army of Cans
UW Dragonlord Ojutai: Dragonlord NOjutai
UWGDerevi, Empyrial Tactician "you cannot fight the storm"
R Zirilan of the claw. The solution to every problem is dragons
UB Etrata, the Silencer Cloning assassination
Peasant cube: Cards I own
Pros
-Lots of "build around me" rares: There are about 10 different decks I want to try building now, and for once I feel some of them might actually be good. If some of these cards take off, I could see Standard moving away from the goodstuff decks, and actually support some combo.
-Fuse: It's easily the best-designed aspect of the set. It brought back the split cards in a creative and elegant way. I look forward to opening each and every one of these.
-Limited Playability: Unlike GTC, there aren't many cards that I wouldn't be willing to maindeck in most cases here. Hopefully, that leads to a more interesting set of early picks. Not being restrained to one guild also helps ease the worries of being cut on the cards you desperately need.
-Guild Supplementing: I feel like a lot of the designs in DGM rectified what was missing from the guilds in RTR and DGM limited.
Azorius- A sense of balance... it got the fewest playables, but was well-positioned to be the best deck.
Orzhov- Big, splashy spells... most of the playability of the guild in GTC came from extort, and didn't feature finishers.
Boros- A good top end... Most of the higher CMC creatures were either rare or uninspiring in GTC.
Selesnya- Excitement... everyone loves playing with Armadillo Cloak and a massive populate-able army in a can.
Dimir- A solid base of playables... every common/uncommon is a worthy addition to a limited deck.
Izzet- Again, a solid base of playables... every commmon/uncommon except Goblin Test Pilot will be picked early.
Simic- Build-around cards... no longer is a cheap evolve curve the only way to play, as the guild now has access to both removal and improved card drawing.
Rakdos- Variety... unleash was criticized as very vanilla, but the relative lack of it here lets the other subthemes stand out.
Golgari- Self-mill and removal... their war of attrition just got a lot more manageable.
Gruul- Midrange support... the bloodrush creatures were often used to support a hyper-aggressive plan in GTC, but many cards here give you good reason to play a slower beatdown strategy.
Cons
-Legend design: I'm not as upset about this as most. Clearly though, the outcry is a message to the developers that legendary creatures are not trifling matters, and should be treated with the respect of a Planeswalker. Nobody wants a highly-anticipated character like Emmara to be a last-minute design swap overshadowed by every other Selesnya rare.
-Too many cycles: Perhaps this was a concession to the complexity issue, but I'm not a fan of all the cycles in DGM. Did we really need Cluestones, Gatekeepers, and Maze creatures at common? I can skip over every one of them when looking for constructed playables in my packs, and I'd rather be a bit more challenged.
-Underutilization of the gates: Yes, I know I just criticized the Gatekeeper cycle. That said, apart from Maze's End, it's the only use of the gates in the entire set. Where's the Amulet of Vigor or sweet conditional removal to make a gate archetype playable? I'm disappointed that it didn't lead anywhere exciting.
-Imbalanced guilds: I'm cautious to say this, since I don't agree that Dimir was "totally hosed" this set. I think that a lot of the lesser guilds have received good support. That said, I feel like certain guilds still have a clear leg up going into the new draft format. Selesnya is still absurdly powerful. Orzhov benefits from getting improved partners and bigger finishers.
Cubetutor Link
The good:
Split cards - Fuse, to be specific. Interesting design. Most are a bit pricey for what they do, but that's acceptable.
Uh, that's about it I think?
The bad:
Lack of guild keywords - There's so few of them and they ain't very spectacular either. Very disappointed with that.
Power level - This is, for lack of a better term, a very durdly set. I don't think there's a single card in the set that they really pushed hard (including Voice of Resurgence. Yes, there are some playable cards for Standard like any set, but they are few and far between. It's all very ho-hum. Lots of big, dumb, overcosted creatures.
Guild champions - Gah, they're so awful. They could have done such amazing things with them. But no, they didn't. Most of them aren't even worthy of being in an EDH deck, let alone a general.
Overall lack of cohesiveness - The set as a whole feels very haphazardly put together. Trying to squeeze all ten guilds in a small set is looking like a failure to me.
Yeah, I don't know. I'm just not feeling this set at all. I had planned on buying a box, but it's definitely not worth the money. There's only a few rares I'm interested in, most of which are garbage-bin rares... and a couple of mythics that I'm not going to take a risk on trying to pull from a single box. Bah humbug.
Each guild gets a grand total of 2 cards with its guild mechanic and they did more or less the same ol' stuff which was already covered in RTR/GTC.
Unleash continues its identity as a dumb aggro mechanic. Can't they create a card which makes it beneficial NOT to unleash it? No, not being able to block is not a big deal at all. Something like a 1BR 2/2 creature which gains haste, first strike or lord for dudes with +1/+1 tokens when unleashed, or draw 1 card lose 1 life every upkeep if otherwise? Flavor-wise, it could be a Rakdos general who leads his troops into battle, or is a manipulator behind the scenes.
Almost every mechanic is just tweaking numbers e.g. Lyev Decree (I used to detain only 1 dude in RTR now I can detain TWO in DGM yippee!) or worse, tacked onto otherwise vanilla creatures as if we hadn't seen enough in RTR/GTC e.g. Battering Krasis. Although Graft wasn't competitive back in the days of original Ravnica, it covered more ground and provided more possibilities.
#2 Terrible guild champions
They're just a ragtag of existing spells or abilities and terribly fail flavor-wise. Vorel is infamously known as Gilder Bairn 2.0. Teysa is the 4/4 cripple with No Mercy. It's no wonder that guild champions who feature their guild mechanic are more well-received.
Tajic could have been a pseudo Hero of Bladehold, maybe add 1 token instead of 2, to make it more possible to trigger his battalion ability? Instead of an arbitrary +5, giving him +1 for each other attacking creature would better showcase how he depends on the strength of the Legion. Just giving it indestructability and an enormous arbitrary P/T battalion bonus seems really half-assed.
Of course, the Emmara/Voice of Resurgence fiasco left a bad taste in many players' mouths. Nuff' said.
#3 Waste of card slots, especially in such a small set
Cluestones are not necessary at all with all the Keystones and guild gates. If mana fixing is still a problem, just putting in 1-2 mana fixing artifacts e.g. Prophetic Prism in GTC would suffice, no? Someone also mentioned the Maze creatures and I agree. Even if it's for Limited, at least make them more playable at a lower CMC! Same goes for the Primordial cycle in GTC. It's a pity as they could have maximize those slots to fully flesh out the guild mechanics.
It's all simple really- build a good set with cards people want to open, play with, trade, or collect and you have winner. The garbage of a set has none of those.
Am I the only one in the world who hates they WotC is pandering to Commander so much? I love EDH and think its awesome and it has its time and place, but Magic is 60 card constructed decks and limited draft. This is how magic started and how sets should be tailored to enhancing Legacy, Modern and Standard.
Best Standard of all time was "Scars/12/Innistrad"
Fav Cards of all time: Geist of Saint Traft; Kaalia of the Vast
Overall RtR block > Inn block because Inn left a sour impression with Avacyn restored.
Even if zero rares and mythics will be tournament playable it still has shocklands. This set is goldmine for shocklands.
You pretty much answered your own question here.
I agree with others - not enough guild keywords, and the cluestones take 10 precious slots.
Also, no Nephilim? Seriously Wizards? Not even one?
Watch your words, for they become actions.
Watch your actions, for they become habits.
Watch your habits, for they become character.
Watch your character, for it becomes your destiny.
Emmara and Voice of Resurgence were switched. Emmara was supposed to be a 2/2 and have that token making ability
I'm not really disappointed in anything other than Emmara design-wise, and it looks like it can bring a decent number of standard playable cards into the mix, though time will tell. Limited looks pretty good as well, you won't be forced to have one card in the pack be decent and the rest of your draft be like 'meh'. Almost all of the commons and uncommons are pretty good and playable to an extent.
I'm not jumping up and down for anything or clawing at my wallet to throw money down for this set, but I'm much happier overall with this compared to GTC. RTR is still hands down the powerhouse of the block.
BUG Reanimator
BWG Nic-Fit
BGR Punishing Nic-Fit
They had such an awesome opportunity to make awesome guild champions, for all the guilds but boy were we disappointed.
I feel if they created more relevant champions the EDH players would have enjoyed them as well. I mean if EDH was big before the printings of the Commander products why do they need so much support in the standard sets. Like what was said before give EDH players their yearly products and keep the EDH cards out of our standard sets.
I mean when I went on dailyMTG and saw Varolz was being spoiled in the commander article I almost lost it. At least he was up to scratch.
I was going to buy a box or 2 boosters but now I do not know. I loved Ravnica and RTR as well. But since gatecrash and dragon's maze I feel that WOTC let the ball slip and now we have a mediocre set.
This could have been so awesome.
But still I will enjoy the set and there is still a lot of stuff I want.
But there could have been so much more....
Cards wanted for my Pauper deck: 1
As others have said: most of the guild champions are a waste and the rest of the set just feels very dull (except for Fuse, glad that was created).
Cut the power.
They wanted to slow down the format. One major complaint from many new players is that they never actually get to play Magic on Friday. They play three or four lands, maybe a creature. Then their opponent murders them under an onslaught of creatures and spells.
So a reduction in power was needed. As Modern shows, one of the goals of a healthy format is that players actually get to play. Dying on turn 4 isn't fun for anyone.
Unfortunately, that did mean that the power of the cards got significantly reduced, the CMC increased.
Overall, I don't like the set at all, but I know WHY they did it. I will get about 14 cards from the set, and that's it.
"I hope to have such a death... lying in triumph atop the broken bodies of those who slew me..."
I don't think the set is garbage like others seem to think, I'm sure many of the cards will see constructed play. I can understand a lot of the negativity, especially when the most high profile cycle (the champions) is such a huge miss, it really leaves everyone with a sour taste about the set.
So I'll wait to see how standard shapes up after its release before giving my verdict. However, the set sure isn't especially exciting.
Two that come to mind are Master of Cruelties who dodges a TON of the current removal spells and Council of the Absolute who is not only a Nevermore on a stick but doubles as really good ramp for something like Aetherling.
Outside of the decent Mythics, we have one of the best Constructed creatures ever in Aetherling and a few other decent cards such as Advent of the Wurm.
From a common/uncommon perspective in both constructed/limited, VERY underwhelming.
The whole set pails in comparison to both RTR and GC but will leave it's mark. Reminds me of Avacyn Restored with worse/lackluster limited cards.
Yeah, it was stated that they switched Emmara and Voice of Resurgence... but still that doesnt mean Emmara should have been as bad as she is.
I would have been happy if Emmara was what Trostani's Summoner is...
Best Standard of all time was "Scars/12/Innistrad"
Fav Cards of all time: Geist of Saint Traft; Kaalia of the Vast
Yes, that explains that one, but I am still waiting for explanations of the Mirko, Vorel, Teysa fiascos as well! The set is horrible and I will only be picking up playsets of about 10-15 cards.