Tuesday, April 23, 2013

Dragon's Maze EDH Set Review, Part 1: Monocolor, Rare Split Cards

Dragon's Maze is officially and completely spoiled now, which means it's time again for the ol' EDH set review. The structure of this set, containing all 10 guilds, means the structure of this review is a little awkward. I'm kicking things off with the handful of monocolored cards that are worth looking at, and then the 5 Rare split cards. This is an awkward grouping, but the split cards have two halves from two different guilds, so it was all I could come up with.

Anyway, let's get the show on the road, shall we?

This really isn't a terribly exciting or powerful card, yet it will obviously get played in Populate decks. At worst, it's 6 power for 5 mana, with potential for a good deal more.

Possibly playable in some Teysa 1.0 decks.


I'm really digging this one. In many groups, where mono-colored decks are shunned, this will often be a two-for-one or three-for-one. Seems reasobly good for a two mana Instant.

Also, it's a good Sunforger target. This should see plenty of play, as long as your playgroup is multi-color saturated.


This is, officially, the worst Rare in the set. Thought opening all those Search the City's was bad? Try pulling this as your Foil Rare for a box.
Morphling on crack? Possibly. Will it see play in EDH? Definitely. Will it be any good? I'm not convinced, but I can see it's potential. It is damned hard to kill.

I'm equivocating a bit, here, but honestly I expect this thing to be snap-jammed into a million blue decks at first, then eventually pulled out of half of them for not doing enough. In the other half, it'll be an MVP.
One of the very, very few commons I feel like mentioning, and only because this is a great addition to my UR Instants and Sorceries Matter deck, and will likely see play in many similarly themed decks. Talrand, for example, will probably be happy to play this.

You really need to be commited to that theme, but if you are, this should be stellar.

It's no Crypt Ghast, but it's still pretty good. This is going to be murder in B/W token builds. Kill this on sight, lest every spell get an Exsanguinate kicker.
A not terrible peice of GY hate. Instant speed and they won't see it coming. The life gain is a nice bonus. Good way to hose Mimeoplasm, Dredge, Karador or Hermit Druid decks and gain some life in the process.
Terrible. There are a TON of ways in Black to draw cards that don't require me sticking a tiny creature AND being in top-deck mode. Trade this to Standard players.

And, this is the most annoying card in the set. Still, every set has to have one nod to the fans of Chaos decks, and as far as "wacky red Enchantments" go, this one is fairly amusing and interesting. Still annoying, though.
A bit too Spike-ish for EDH probably, but aggressive Goblin decks might still play it. It's an interesting way to design a Bloodrush creature with pseudo-Buyback on paper, but not something I'm interested in playing with in any format, save maybe Limited.

Nice anti-Blue card, but more of a constructed/sideboard card for 60-card formats. Not impactful enough to make much of a splash in EDH.


Seems like a shoe-in for any deck with +1/+1 counter theme. Animar, Kraj, Zegana, and many Edric decks, for instance, will likely play this.

Like all the rare split cards, this one is a bit expensive to Fuse, but well worth it if you can afford it. Seems tailor made for Kresh decks.

Protip: Pair this with Charnelhoard Wurm for fun and profit.
This is possibly the best of the rare splits for EDH, but the rare exception in that your mostly going to be playing it for the more expensive half. 6 mana is an awful lot to pay for a Zombify that also grants haste, but the added versatility of it being a split card, plus the fact that it can target creatures in opponents' graveyards as well as your own, I think, more than makes up for the extra cost.

Fused, this can absolutely blow out an opponent who's going in for an alpha strike. Seems unlikely they'd walk into the trap, though, if you're sitting there with 6 mana open and cards in hand.

My big complaint is that I wish Willing was a standalone card so I could play it in Vish Kal, but alas it is not (I am aware that Vault of the Archangel is a card, but opponents see that coming).
This one is obviously getting some competative attention, as a possible replacement for Glimpse of Nature, to get Elf combo decks back online in Modern.

As such, my gut tells me to try and trade these to Modern players or speculators, at least for now, as I don't see this having a lot of application in EDH.

Catch is neat, as a Threaten variant that can hit any type of permanent, but the release half is the sort of effect I generally dislike playing with, or against. It's definitely playable, but I don't like it.


















Okay, that's Part 1 down - now I have to figure out how I'm going to structure the rest of the review. We'll be back as soon as I figure that out.

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