Dragon’s Maze Set Review: Multicolored, Part 2

Feature Article from Conley Woods
Conley Woods
4/26/2013 12:02:00 PM
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Welcome back to the final day in our walk through the Dragon's Maze. Thus far we have talked about all of the monocolored cards within the set and we cracked the shell on what to expect from multicolored cards as well, but our the day ended before our journey did. Today, we are going to wrap up all of the multicolored cards, the split cards, the artifacts, and the lands to cast them all with. With all that, we will also be going over what I think are the top 8 cards for constructed. Of course, to help me with all of this, we have the following two scales to guide us through constructed and limited:


Constructed

5: These cards are all-stars and their greatness spans multiple formats usually. Generally the chase cards of a set such as Tarmogoyf or Jace, the Mind Sculptor. 5s should not be given out lightly as the really have to have a big impact across formats.

4: These cards are going to be seen in decks of their color more often than not but may be less universal than 5s. These will usually be dominant in certain formats but not so much in others much like Bloodbraid Elf or Baneslayer Angel. 4s tend to see both Modern and Standard play, but have not made the jump to Eternal formats.

3: These are the backbone of Standard and usually serve some utility but are more restrictive in archetype, like a Makeshift Mannequin or Mind Spring.

2: These cards are generally much more restrictive in use and application. Occasional sideboard appearances or cameos in some combo deck are the most frequent uses here such as Splinter Twin or Acidic Slime

1: These are basically unplayable and only see use in the most rare of occasions such as bad card poster boy One with Nothing


Limited

5.0: I will always play this card. Period.

4.5: I will almost always play this card, regardless of what else I get.

4.0: I will strongly consider playing this as the only card of its color.

3.5: I feel a strong pull into this card's color.

3.0: This card makes me want to play this color. (Given that I'm playing that color, I will play this card 100% of the time.)

2.5: Several cards of this power level start to pull me into this color. If playing that color, I essentially always play these. (Given that I'm playing that color, I will play this card 90% of the time.)

2.0: If I'm playing this color, I usually play these. (70%)

1.5: This card will make the cut into the main deck about half the times I play this color. (50%)

1.0: I feel bad when this card is in my main deck. (30%)

0.5: There are situations where I might sideboard this into my deck, but I'll never start it. (10%)

0.0: I will never put this card into my deck (main deck or after sideboarding). (0%)


And with that, let's move on to the cards!

Mid
Low
 Restore the Peace
$0.19
$0.03
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Restore the Peace

Constructed: 1

I don't think these “take damage first” spells are good in general and just bouncing things is even worse. The dream is to bounce a ton of creatures, but how much damage did you just take to do that? If the goal is to play this on yourself, I would need to see your little combo good sir.

Limited: 2.0

I don't think this will be great, but it is a trick and it does have use. Keep in mind that if you block and both creatures live, this will also bounce your creature. You need to invent a purpose for this but it can do cool things.

Mid
Low
 Rot Farm Skeleton
$0.21
$0.03
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Rot Farm Skeleton

Constructed: 2

While this seems relatively harmless to me at first glance, at least in Standard, the ability to self-reanimate is powerful enough that I can definitely see this finding a use and potentially being very powerful.

Limited: 3.0-3.5

This is a very aggressive dude that can be brought back two to three times over the course of the game. Four power is enough to help make sure they don't just have an easy block for him each turn and his Reanimate ability requires so little effort.

Mid
Low
 Ruric Thar, the Unbowed
$0.49
$0.21
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Ruric Thar, the Unbowed

Constructed: 2

I am not sure on this guy, but he seems like a strong ramp option to fight control decks. If you Cavern this guy out, you know they are taking at least six to deal with him, if they even have an answer.

Limited: 3.5

A giant creature that gets to play both offense and defense is certainly what you want for six mana. This comes with the added benefit of basically costing the opponent six life to deal with it. Sure, that ability is symmetrical, but because you have a 6/6 vigilance, reach creature in play, they have to make a move to deal with it and you don't.

Mid
Low
 Savageborn Hydra
$1.91
$1.00
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Savageborn Hydra

Constructed: 1

This is certainly an impressive hydra, but we have had a half dozen or so impressive hydras over the past few years and they just never muster up enough to see constructed play. Double strike is cool, but I don't think it alone is enough.

Limited: 4.0

An absurd bomb when cast for six or more mana but at least it has no true form of evasion. Having this chump blocked for three straight turns while you race in the air is a reality that can happen, but I would still rather be on the side with the hydra.

Mid
Low
 Scab-Clan Giant
$0.21
$0.01
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Scab-Clan Giant

Constructed: 1

Expensive. Clunky. Random. All of the things I actively want to avoid if my goal is winning Magic tournaments.

Limited: 3.5

I am not a big fan of this being random due to how powerful it is. I can't really ever see cutting this from your Gruul deck but you also can't be positive what this will do unless your opponent has a single dude in play. Playing this and hitting a 4/4 might just win you the game where as hitting a 5/5 might just lose you the game and that seems frustrating to me.

Mid
Low
 Showstopper
$0.21
$0.02
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Showstopper

Constructed: 1.5

I can see fringe use for this in a Blood Artist deck with sacrifice outlets, etc. in order to have a way to interact with your opponent's board. Outside of that though, the inability to “counter” a sweeper or whatever is just too narrow for constructed.

Limited: 2.0

You need to be able to set up a situation where some number of your guys are profitably trading in order to maximize this and take out one or two additional creatures from the opponent. That might be a difficult thing to set up, but the payoff is high.

Mid
Low
 Sin Collector
$0.22
$0.02
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Sin Collector

Constructed: 3

This guy is sweet. I was a big fan of Tidehollow Sculler and while it had a lot of advantages over this, this guy deals with his problems forever. Sure, he can't deal with every problem, but instant and sorcery spells are common enough that every deck will likely have some and being able to nab Lingering Souls or Sphinx's Revelation for value is insane.

Limited: 2.5

While decks tend to not have a ton of instants and sorceries in limited, the ones they do have tend to sit in their hand waiting to kill a bomb. Being able to protect said bomb proactively while getting a body at the same time is very strong.

Mid
Low
 Sire of Insanity
$0.43
$0.10
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Sire of Insanity

Constructed: 3

This guy is certainly niche by the traditional definition, but his impact is so big that many decks are going to try to take advantage of it. Out of the sideboard, a resolved copy of this just beats control and if you have an entire deck built around this, things can be crazy. Ritual out this bad boy in Modern and you might just have a new “All-In Red”.

Limited: 3.5

While this is only a Craw Wurm, you can set it up in such a way that you are not discarding much or anything at all while your opponent has to ditch their removal spells that they were saving to deal with something of this caliber.

Mid
Low
 Species Gorger
$0.21
$0.03
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Species Gorger

Constructed: 1

Undercosted fatties with a drawback that can be flipped and reversed into an upside have always been a favorite of mine. The issue with this is that the discount on him is too small. Nulltread Gargantuan comes to mind as a card with a big drawback/upside, but you are only paying three mana for basically the same size creature.

Limited: 3.0-3.5

This is going to gain value from the more combos you manage to include in your deck that make this guy excel, but he will be above average almost all of the time. Being above rate and so big make his impact undeniable.

Mid
Low
 Spike Jester
$0.24
$0.04
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Spike Jester

Constructed: 2-2.5

This is certainly more aggressive than most two-drops we are familiar with, but it does have the big cost of being two colors. Being a goblin adds a lot of additional life to this, possibly giving it a home in Legacy or Modern, but I would expect it to primarily boost Rakdos aggro decks in Standard which lack good two-drops.

Limited: 2.5

This is optimized in an aggro with some early removal where you can really take advantage of the rate, but having three power versus two makes this much more likely to be relevant going longer into a game.

Mid
Low
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Tajic, Blade of the Legion

Constructed: 1.5

While I don't think this guy will be format defining, he is indestructible which is an attribute aggro decks would generally enjoy access to. Now, a 2/2 for four mana is not a big payoff post sweeper, so we will have to see if he catches on or not.

Limited: 3.5

This is either a permanent blocker or The Abyss, both which sounds pretty sweet in limited. He will net you small advantages over time that eventually just leads to the win.

Mid
Low
 Teysa, Envoy of Ghosts
$0.44
$0.10
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Teysa, Envoy of Ghosts

Constructed: 1

This is just a little too conditional to really be exciting. Spending seven mana on a 4/4 that kills creatures only after they have connected. Plus, it is just sitting there, giving your opponent all the information they need, so they will only attack when it is beneficial to them.

Limited: 3.5

This is quite strong but it does cost seven mana and can be dealt with relatively easily without consequence. Four damage a turn is not a bad clock though, which is relevant, but by the time this hits, there is a good chance that creatures attacking you will just kill you, making the spirit clause less good.

Mid
Low
 Tithe Drinker
$0.20
$0.05
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Tithe Drinker

Constructed: 1.5

If an aggressive BW deck ever comes into existence, I can see this slotting right in. Getting in a hit or two early with this and then having the back up of extort is a lot of damage for a two-drop to deal throughout the game. He is fragile and extort hasn't really taken off as of yet, but this might be part of that movement.

Limited: 2.5

While this is tougher to cast than Syndic of Tithes, it offers a real upside should you get it down in the same time frame. Extort creatures tend to only attack when it is safe anyway, so the loss of one toughness is not too big of a deal when it comes to combat survivability.

Mid
Low
 Trostani's Summoner
$0.23
$0.06
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Trostani's Summoner

Constructed: 1

If this were a human, I would be interested in seeing if it had any value in the human reanimator deck but as an elf shaman, it feels hard to justify. Perhaps some Sneak Attack-esque combo might be cool but that's about it.

Limited: 2.5-3.0

This is expensive, but it brings an entire zoo to the table which is very swingy. With populate or just to break a stall, this card does work. Because expensive cards have Diminishing Returns though, I am uncertain of just how highly this will be drafted.

Mid
Low
 Unflinching Courage
$0.28
$0.05
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Unflinching Courage

Constructed: 2

Armadillo Cloak was constructed playable and although times have changed, times have also introduced hexproof into the environment which might bring this new life.

Limited: 3.5

While it may be an aura, it is also one of the ways to put a game away as soon as turn three. One or two attacks with this on a guy is so powerful that getting two-for-one'd after that isn't even that bad. A must answer threat at uncommon.

Mid
Low
 Varolz, the Scar-Striped
$0.61
$0.28
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Varolz, the Scar-Striped

Constructed: 2

This card intrigues me because it does something no other card has ever done. Thinking of combo applications involving Memnites, Slitherheads, and the like is very interesting to me even though I have no idea how good or viable said strategy might actually be.

Limited: 4.0

Turning all of your fallen comrades into additional fodder to help you win the game later on is incredibly powerful. Each card in your deck poses a threat from either in play and in your yard. The ability for this to both protect himself and enable himself just adds to the power of this Grey Ogre standout.

Mid
Low
 Viashino Firstblade
$0.15
$0.03
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Viashino Firstblade

Constructed: 1

How the heck can you have a guy called Firstblade and he does not have first strike? This is most similar to Inner-Flame Acolyte from Lorwyn. Without an evoke cost though and being two colors certainly hurts this guy by comparison. This might find a role in some aggro decks, but I am not expecting it to.

Limited: 2.5

This is a very strong play to enable battalion out of the blue and get in a ton of damage all of a sudden. He is not impressive for very long after that, but for the purpose this guy serves, he does it very well.

Mid
Low
 Voice of Resurgence
$13.93
$7.00
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Voice of Resurgence

Constructed: 3.5+

This is one of the more impactful spells in the set and should have reaching effects all the way through Legacy and Vintage. The fact that this replaces itself upon death while also offering a powerful hoser mechanic is extremely potent. I expect many decks will need to find innovative answers to this and Pillar of Flame should see a spike in popularity.

Limited: 3.0

While you won't often trigger the “on your turn” clause with this, a Grizzly Bear that creates a potentially large dude when he dies is pretty solid as is. If you ever manage to get value out of the other half of this ability that is just icing on the cake.

Mid
Low
 Vorel of the Hull Clade
$0.63
$0.20
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Vorel of the Hull Clade

Constructed: 2

While I normally don't expect this type of card to be constructed playable, this one just might be. A 1/4 body serves enough utility and won't just die to every removal spell. The obvious thing to do with this is just double up Planeswalkers but we can't, so there might even be something trickier out there.

Limited: 3.5

You clearly need to draft around this and pick up all the scavenge and evolve you can, but assuming you do that, this can just take over a game. And again, Horned Turtle isn't exciting, but I'll take it!

Mid
Low
 Warleader's Helix
$0.24
$0.04
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Warleader's Helix

Constructed: 2.5

I think this will see a moderate amount of play in small numbers usually. You cannot rely on this as your sole removal spell due to its cost, but is has plenty of arguments for it. Aggro decks might touch a few for finishing purposes and control might run a few to Recoup some early game aggression.

Limited: 3.5

A pretty huge swing if you can maximize this. Unlike Putrefy though, you won't be taking down any dragons or anything with this, but the life gain helps balance that out a little bit as well as the “to the dome” option that burn spells inherently have.

Mid
Low
 Warped Physique
$0.22
$0.02
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Warped Physique

Constructed: 2-2.5

This is not as powerful as a card like Agony Warp, but it will often still have the same result. This gets to be offensive at times whereas Agony Warp doubled up at times which is obviously a better trait for control to possess. While I think the threat of not having enough cards to make this true removal spell is a real one, I also know that the two- drop removal in this format is not exactly unconditional.

Limited: 2.5

This has the potential to fall off hard past turn five or six so you need to be cautious of that, either stockpiling cards or just using this earlier on. At least in the late game this can turn into a bit of a burn spell after you cannot kill desired targets.

Mid
Low
 Woodlot Crawler
$0.22
$0.02
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Woodlot Crawler

Constructed: 2

This could easily be a sideboard card against decks like Predator Ooze that are able to prey on certain control decks. I don't know if that will be necessary, but this is powerful enough to fill that role should it be needed.

Limited: 2.0

This guy is a bear, so starting him regardless is fine. Pro green will come up much more often in this set, as will forestwalk, so you have a chance to just spike a great card and even if you miss, he is acceptable.

Mid
Low
 Zhur-Taa Ancient
$0.36
$0.10
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Zhur-Taa Ancient

Constructed: 1.5

This guy has a ton of potential but has one big hurdle to jump first, which is getting him into play without the opponent getting first crack at him. This likely means through flash or something else, so perhaps this guy is sweet with Yeva. If you just play him fairly, there is a good chance your opponent abuses the mana you give them and then throws a Murder at this thing.

Limited: 3.5

While the mana generation is always symmetrical here, you have the advantage of having a 7/5 creature for only 5 mana in play. Your opponent has to answer that before anything else, so enjoy your beatdowns in the meantime!

Mid
Low
 Zhur-Taa Druid
$0.18
$0.04
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Zhur-Taa Druid

Constructed: 1

This is no Steward of Valeron when it comes to two- drop accelerants. While this is okay at what it does, two-drop elves are not in high demand and most people would look at Gyre Sage long before this.

Limited: 2.5

Accelerating your curve and providing a constant stream of damage without ever risking his own life is pretty neat. This is not the greatest top deck late, but it will always serve a more valuable role than Llanowar Elf would in the same situation.

Mid
Low
 Alive // Well
$0.21
$0.02
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Alive // Well

Constructed: 1

The last time we had a four mana 3/3 Elephant maker, the other half was a sorcery speed Shock. While I would like to think the Elephant did the heavy lifting, looking at a mediocre life gain spell as the second half just confirms that isn't true. Casting both halves together is a perk but not one to advertise in this case.

Limited: 2.5

A Hill Giant is perfectly acceptable especially when one of the core mechanics of the block synergizes with it. The life gain half is not as stellar, but it will come up and win an occasionally game because it wasn't factored into the equation. Cast together you get some additional life which is nice and will be the real place where this card does work.

Mid
Low
 Armed // Dangerous
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Armed // Dangerous

Constructed: 1

One half of this card is barely playable in constructed while the other half has the potential to do absurd things. I think that will ultimately not be enough as there are better options for pushing through a bunch of damage unless we see some Basilisk combo with this and Nightshade Peddler or something.

Limited: 3.0

Lure is a very powerful effect to have access to and making it into a three-for-one or four- for-two is a real possibility with this, so I would play it just for that endgame potential and then take advantage of other opportunities that come up along the way.

Mid
Low
 Beck // Call
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$0.15
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Beck // Call

Constructed: 2

This one could end up being a bit of a sleeper or eventually do nothing. It really depends on the supporting cast it has available. Glimpse of Nature is ban-worthy and this does a good job of copying it while the other half is a late game value spell for control decks primarily.

Limited: 3.0

This is not quite eight mana to win the game, but it is pretty close. If you want to just settle for six mana you can get an elite flight squad as well, so there are some options with this. You usually will have no interest in the Beck half, but I am sure a few cool stories will come from it regardless.

Mid
Low
 Breaking // Entering
$1.14
$0.10
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Breaking // Entering

Constructed: 2

There has been a lot of talk about this card compared to Glimpse the Unthinkable and whatnot. The cards are quite different as a whole, but sure, a single half does compare unfavorably. That said, ignoring the Zombify effect on this is ignoring a potentially powerful part of the card. If this sees play, it will likely be for the mill portion, but some creatures will certainly be Entering as well.

Limited: 3.0-3.5

Both halves of this are quite strong on their own but for two completely different decks. If you ever get to cast both halves, that'll be good times but it doesn't increase the power level all that much in this case.

Mid
Low
 Catch // Release
$0.38
$0.10
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Catch // Release

Constructed: 2

These are a couple of strange cards to have stapled together but I think for a select few decks, they will work decently well. Zealous Conscripts has become the preferred method for the Catch half, but I am sure some decks will opt for this over the Conscripts, especially due to the Snapcaster Mage synergy. Release is very context dependent on how effective it will be, but I can see decks taking advantage of it.

Limited: 3.0

You really want to get to nine mana to cast this for a game ending effect here which is why I rated it a little lower than normal. Each half independently can do good things for you if the situation arises, but your big goal is setting up that 9 mana blend.

Mid
Low
 Down // Dirty
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$0.03
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Down // Dirty

Constructed: 1

Recollect has not excited very many people since being printed and even though this is basically just an upgrade to that card, it is not an upgrade in a very relevant way. Seven mana Regrowth that Mind Rots the opponent is just blah.

Limited: 2.0

Regrowth and Mind Rot are both playable in limited so this is pretty decent there. One bad thing is that by the time you can fuse this together, the Down might just whiff against an empty hand. Play this one by ear if you pick it up.

Mid
Low
 Far // Away
$0.25
$0.07
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Far // Away

Constructed: 2.5

This is one of those utility spells that will see a lot of play not for raw power level, but for the number of situations this can be good in. The poster child for this type of card is Fire // Ice, which has two decent cards on each half, but together they are just so awesome. Expect this to be popular for some control decks and some tempo decks.

Limited: 2.5

This is a powerful effect to have access to in the mid to late game, but it is still not a true removal spell, so you can't count on this to do the heavy lifting. This will help you punish an opponent if you have an aggressive start and it can let you buy time to claw back into a game, but it cannot reliably solve your problems.

Mid
Low
 Flesh // Blood
$0.36
$0.09
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Flesh // Blood

Constructed: 1.5

I am not a big fan of this one but can see it doing something eventually, so I will give it a wedge score. The first half is just too expensive to be reliable while the second is nice, but it is mostly just a sorcery speed Fling which has not been abused for a while. There are certainly ways to take advantage of this card, but are they worth it?

Limited: 3.5

I would give this a higher rating but it still puts a lot of eggs into one basket. If you spend seven mana on this and they simply bounce the creature that both halves targeted, that can end in tragedy. Try to play around spot removal to the best of your ability with this thing.

Mid
Low
 Give // Take
$0.21
$0.05
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Give // Take

Constructed: 2

I am mostly interested in the Take portion of this as that is a potentially broken ability. Considering targeting an Archbound Ravager for example. Give is aggressively costed though so it will certainly be relevant much of the time as well and six mana to draw three cards is not actually the worst thing ever.

Limited: 3.5

A very strong spell on both halves and combined. Obviously Simic is where this is going to shine most but cast for five or six cards, you might just win the game on the spot and that does not seem unreasonable when you are talking about putting all six mana into this.

Mid
Low
 Profit // Loss
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Profit // Loss

Constructed: 1

Zealous Persecution was a constructed all-star, but it also did for two mana what this does for five. Obviously this has some versatility with it and can be played in monowhite or black, but it still just comes up short to me.

Limited: 3.5

If you can cast both halves of this, especially in a combat situation, you are going to steamroll someone. The Loss side is a first pickable card by itself most of the time so keep that in mind.

Mid
Low
 Protect // Serve
$0.21
$0.02
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Protect // Serve

Constructed: 1

Two very limited only abilities being put onto one card just makes that card better in limited, it doesn't make it constricted viable all of a sudden.

Limited: 2.5

Two mediocre combat tricks but both of them can have their own individual moments and together they can really turn a combat around. This is probably not worth first picking or anything, but it will make your blue/white deck all of the time.

Mid
Low
 Ready // Willing
$0.38
$0.12
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Ready // Willing

Constructed: 2.5

I suspect green/white decks will want access to this to Thwart sweepers away, which seems like a slightly high, but fair price to pay for that. With the mana fixing in Standard, they will probably be able to splash a little black for the kicker as well. Human Reanimator decks might also like this so keep it in mind before you slam that Supreme Verdict.

Limited: 4.0

You are looking to kick this of course, but it is an absolute blowout. You turn your team sideways. If your opponent calls, you blow them out with this. If they let you through, you hold this and wait for them to return the alpha and blow them out that way. If they never return the alpha and have to constantly take yours, you are obviously cruising to victory.

Mid
Low
 Toil // Trouble
$0.21
$0.01
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Toil // Trouble

Constructed: 1

This is a cute interaction and I have often looked to Stormseeker people out of tournaments just because it is fun but the key about this card is that the constructed playable ability, Night's Whisper, is overcosted. You can justify the card with actual Night's Whisper on there and then occasionally fuse it along the way, but playing two bad cards is too much.

Limited: 2.0

Night's Whisper is a fine card all by itself and if you draw this in the late game it might deal two or three damage to your opponent too.

Mid
Low
 Turn // Burn
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Turn // Burn

Constructed: 2

Shock is playable at two many so long as you can justify it with something else. A second half to this card is definitely something else. Here we have Humble, which is a little overcosted (see Ovinize) but again, can be justified through versatility. Combined, you can take out any creature, no matter the size, or set up a favorable combat ala Jilt. Should see some light play.

Limited: 3.5

What essentially amounts to two conditional but strong removal spell, or one unconditional removal spell, is just such a strong presence to have in a game.

Mid
Low
 Wear // Tear
$1.05
$0.35
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Wear // Tear

Constructed: 2.5

Nothing too fancy here but definitely a strong card. The most important thing about this is that it allows a deck like UWR to occupy two sideboard problems with only one slot. Obviously within a game, fuse can be relevant as well, but that space saver feature is gigantic.

Limited: 1.0

A typical sideboard card that I am a little less sad about main decking just because you can occasionally get a blowout, but try to keep it in the board.

Mid
Low
 Azorius Cluestone
$0.14
$0.03
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The Cluestones
(Azorius Cluestone, Boros Cluestone, Dimir Cluestone, Golgari Cluestone, Gruul Cluestone, Izzet Cluestone, Orzhov Cluestone, Rakdos Cluestone, Selesnya Cluestone, Simic Cluestone)

Constructed: 2

Let's get one thing clear right now; These are not Signets and these are not Mindstone. Once you put those comparisons aside, these serve a niche but useful purpose and should see some light play throughout most of their time in Standard. Some control and ramp decks will turn to the Cluestones as a source of early acceleration that later replaces itself. Nothing fancy but cantrips get the job done, so don't write these off because they cost three.

Limited: 3.0

These will likely be pretty important during the middle picks of pack one, but it is hard to emphasize them as early picks when you aren't even sure what colors you are going to be etc. Luckily, they are not as crucial as something like trilands from Shards, so you can afford to pass them, but the mana fixing, the acceleration, and the cantrip are all great things to have access to in your 40-carder.

Mid
Low
 Rakdos Guildgate
$0.17
$0.03
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The Guildgates
(Azorius Guildgate, Boros Guildgate, Dimir Guildgate, Golgari Guildgate, Gruul Guildgate, Izzet Guildgate, Orzhov Guildgate, Rakdos Guildgate, Selesnya Guildgate, Simic Guildgate)

Constructed: 2

We have talked about these before but we can briefly touch on them again now that Maze's End is a card. These will see some increased play as people try to build four and five color control decks. In addition, cards like the blue Gatekeeper might draw people to them for bonus reasons. They will likely not be included in any aggro deck unless its mana is just extremely bad but with multiple full sets of duals out, I think our mana will be pretty solid for a while.

Limited: 3.5-4.0

I think the value of gates goes through the roof with Dragon's Maze. First of all, we have additional quests that give us real payoffs for having gates. Secondly, the format will likely have a lot more tri and quad color decks, making these more important. And lastly, the format should be slower than either of the previous two, punishing you less for taking a turn off to play a tapland.

Mid
Low
 Maze's End
$0.89
$0.25
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Maze's End

Constructed: 2

I was going to put this before the guildgates, but given the name, I couldn't bring myself to put it anywhere but last. This card has been getting a lot of talk and no one can know for sure, but I think some number of decks will use this as a win condition and some decks will just use it as a Thawing Glaciers, maybe even just as a one or two of to win control mirrors. I don't think this can be heavily played with cards like Ghost Quarter in the format, but it will be a factor.

Limited: 0.5 per gate in your pool

You should avoid grabbing this early unless you want to force a four or five color strategy that prioritizes gates, which is likely viable. If you pick this up around pick five or six though, you can then leave it to the side and decide whether you will play it or not later. If you end up with five or six gates, it's going to be difficult to not play this, but with one to three gates, there is a real argument to leave this in the sideboard. If you want to force “the deck” though and try to win with this, have fun!


Top 8 Constructed Cards

As always, at the end of the week I like to check out what I think are the eight most influential or powerful cards in the set when it comes to primarily Standard. This lets us do a bit of a review and hopefully highlight some of the cards that will be seeing play soon. So with that, let's jump into our list!

8. Gaze of Granite

7. Exava, Rakdos Blood Witch

6. Notion Thief

5. Plasm Capture

4. Sin Collector

3. Sire of Insanity

2. Ral Zarek

1. Voice of Resurgence

I found a lot of these rankings really close this time around. For example, Ral Zarek could easily be number one with Voice second and I would not argue one bit. A lot of other notables were left off too, like Putrefy, Advent of the Wurm, and Spike Jester but I wanted to focus on some of the more novel cards from Dragon's Maze.

I think this is one of the more powerful sets we have seen and with it being so condensed I think your shot at opening something decent in a pack is pretty dang high. Have a great time at your prerelease this weekend and as always, thanks for reading!

--Conley Woods--



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