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First Pick At Dragon’s Maze: Part 1

Prepare to play in StarCityGames.com’s first Team Sealed Open this weekend in Somerset, New Jersey by reading Ari Lax’s guide to Return to Ravnica-Gatecrash-Dragon’s Maze Limited.

The takeaway here should be about what each color looks like in context of a deck. What points on the curve you are weak at if you have common finishers or card advantage to support a control deck and what spells synergize best with your game plan.

Uncommons

One big change: I am not curving out uncommons.

Why?

Data density is an issue. There will be triple the number of converted mana costs charts here compared to a normal review. Care to deal with double that and still try to figure out what matters?

There’s also the fact that any given uncommon showing up is drastically decreased by it being a three set format. In fact, you are less likely to see a given Return to Ravnica uncommon in DGR Draft than you were to see a given rare in Return to Ravnica Draft. Commons from those sets now have the same approximate rarity per draft as an uncommon did in their original formats. For those who like actual numbers, see below:

Odds of opening a given rare in a single RTR pack: 2/121. Odds per 24 packs (1 draft): ~30%.

Odds of opening a given uncommon in a single RTR pack: 3/80. Odds per 8 packs (1 draft): ~25%.

Odds of opening a given uncommon in a single RTR pack: 3/80. Odds per 24 packs: ~60%.

Odds of opening a given common in a single RTR pack: 10/101. Odds per 8 packs: ~57%.

Obviously, the odds are slightly increased for Dragon’s Maze cards, but even then you are looking at a given uncommon showing up 40% of the time.

Some notes to fill in the gap:

Return to Ravnica Forward Benefits

Gatecrash Backwards Benefits

Dragon’s Maze Uncommons

  • Give // Take is quite good. Auras were already good in this format, and Oakenform + Moldervine Cloak were historically awesome rates. I just don’t expect to play the blue half often.
  • Down // Dirty is much better than normal discard spells. The late-game cash-in mode of Regrowth solves the bad topdeck issue inherent with most of these cards.
  • Maw of the Obzedat is basically Overrun.
  • Toil // Trouble is at worse four to the face for six. Not an insane rate, but a Lava Axe nonetheless.
  • The split cards make the uncommon scene interesting. There isn’t much specific to each color pairing, but the three gold cards per color are pretty awesome. Maybe two of them aren’t extremely playable. The split cards are also great, but they are good across the board and won’t stay around in packs for long as they are the open options.

Overall Uncommons

Gruul and Selesnya can rely on four-drops at uncommon. Boros can get two- and five-drops. Dimir can get six-drops.

Another note on odds: Each count on Dragon’s Maze commons is about 2/3rds of what the corresponding total would be for a large set. Basically, a common from Dragon’s Maze is about 1.5 times as common as a similar card from the other sets.

The Guilds

Note: When I say pack 1, I mean Dragon’s Maze. Pack 2 is Gatecrash, and pack 3 is Return to Ravnica.

Simic

Main Set

1

0/1+ Flying

Cloudfin Raptor

 

 

 

 

 

2

1/3–>3/5

Frilled Oculus

1/2–>2/1 Flying

Metropolis Sprite

2/2

Disciple of the Old Ways

2/1

Greenside Watcher

2/1+

Shambleshark

 

3

2/3

Sage’s Row Denizen

1/3+ Reach

Crocanura

3/2

Slaughterhorn

+1 Mana

Verdant Haven

3/1 Flying

Drakewing Krasis

2/2 “Unblockable”

Deathcult Rogue

4

1/4+ Defender

Clinging Anemones

3/2 Unblockable

Keymaster Rogue

2/3+

Ivy Lane Denizen

2/4

Scab-Clan Charger

+2/+2 Unblockable

Way of the Thief

 

5

5/5

Leyline Phantom

6/2+

Adaptive Snapjaw

 

 

 

 

 

Removal: 5

Hands of Binding

Spell Rupture

Totally Lost

Hydroform

Pit Fight

Trick: 4

Burst of Strength

Scab-Clan Charger

Slaughterhorn

Bioshift

 

Other: 5

Last Thoughts

Scatter Arc

Naturalize

Forced Adaptation

Wildwood Rebirth

 

Weak Set

1

 

 

 

 

 

2

2/2 Scavenge

Drudge Beetle

0/2 Defender

Gatecreeper Vine

2/1

Crosstown Courier

0/4 Defender

Doorkeeper

1/4–>4/1

Frostburn Weird

 

3

0/3 Defender

Axebane Guardian

3/3

Centaur’s Herald

3/2

Stonefare Crocodile

2/2

Stealer of Secrets

2/X Flying

Tower Drake

2/2 Flying

Vassal Soul

4

3/3 Scavenge

Korozda Monitor

2/4 Reach

Towering Indrik

2/2 Flying

Runewing

 

 

 

5

3/4 Hexproof

Rubbleback Rhino

5/4

Golgari Longlegs

1/4 Bounce

Voidwielder

 

 

 

6

3/3 Flying, Detain

Isperia’s Skywatch

 

 

 

 

 

7

6/7

Axebane Stag

 

 

 

 

 

8

4/4 Populate

Horncaller’s Chant

 

 

 

 

 

 

Removal: 3

Aerial Predation

Cancel

Paralyzing Grasp

 

 

Trick: 5

Chorus of Might

Druid’s Deliverance

Giant Growth

Downsize

Inaction Injunction

Other: 1

Inspiration

 

 

 

 

What was it good at: Curving out in a way that resulted in a board full of bulky creatures.

What was it bad at: The spells were terrible.

Evolve gets BETTER in non-multiples. While Simic won’t be quite the same as it was before when you could just curve out Cloudfin RaptorShamblesharkCrocanura, the individual cards will do much more per game.

Much of the spell side weakness of Simic is solved in Return to Ravnica. There are also a lot of 3/3 creatures, which happens to be the perfect size on both ends to really push your evolve guys into awesome territory.

Dragon’s Maze

1

 

 

2

2/2–>5/5

Kraul Warrior

0/5 Defender

Murmuring Phantasm

 

3

2/1+

Battering Krasis

2/2?4/4 Flying

Beetleform Mage

2/2 Flying

Wind Drake

4

2/4

Opal Lake Gatekeepers

2/4

Saruli Gatekeepers

3/3 Reach

Thrashing Mossdog

5

 

 

6

5/4 Trample

Maze Behemoth

3/5 Flying

Maze Glider

 

 

Removal: 3

Mutant’s Prey

Runner’s Bane

Mindstatic

Trick: 1

Mending Touch

 

 

The jump between four and five in this format is pretty marginal. Both of the two-drops in Simic make this distinction, but one is obviously much better than the other. It’s not like there is a shortage of blue x/4 walls, and adding another without flying is irrelevant. Kraul Warrior, however, is awesome. It’s a two-drop that breaks through later in the game without the assistance of other cards.

Beetleform Mage is even better.

Hidden Strings could be playable, but I’m inclined to think otherwise. Two mana to tap two creatures is not playable, and making two mana to cast only spells past your first each turn isn’t really awesome either.

Uncovered Plans is maybe an Impulse for a spell at best. Not playable, don’t get tricked into it.

Mending Touch is similar to Shielded Passage. As the format transitions towards 2/4s versus 3/3s, tempo-based trades will become rare. Tricks that don’t let you trade up into a larger creature lose a lot of value.

Runner’s Bane dies to pump spells. Be aware of this.

Also, how does anyone beat a Thrashing Mossdog? Our Towering Indrik comes with an additional huge upside this set.

The spells are all reminiscent of the Gatecrash configuration of Simic. Look to pack 3 for your combat tricks and just take creatures early. Also note that the abundance of 2/4s makes the “power” based evolve creatures better than before, while Crocanura and Elusive Krasis are marginally less awesome.

Dimir

Main Set

1

0/1+ Flying

Cloudfin Raptor

 

 

 

 

2

1/2 Flying

Basilica Screecher

2/2

Gutter Skulk

1/3

Frilled Oculus

1/2–>2/1 Flying

Metropolis Sprite

 

3

1/4 Defender

Corpse Blockade

2/2

Slate Street Ruffian

2/3

Sage’s Row Denizen

1/1

Mortus Strider

2/2 “Unblockable”

Deathcult Rogue

4

2/3 Flying

Balustrade Spy

3/2

Syndicate Enforcer

1/4+ Defender

Clinging Anemones

3/2 Unblockable

Keymaster Rogue

+2/+2 Unblockable

Way of the Thief

5

3/4

Horror of the Dim

5/5

Leyline Phantom

 

 

 

 

Removal: 7

Death’s Approach

Devour Flesh

Grisly Spectacle

Hands of Binding

Spell Rupture

Psychic Strike

Totally Lost

Trick: 1

Shadow Slice

 

 

 

 

 

 

Other: 3

Midnight Recovery

Last Thoughts

 

 

 

 

 

 

Weak Set

1

+2/+1

Deviant Glee

 

 

 

 

 

2

2/1

Crosstown Courier

0/4 Defender

Doorkeeper

1/1 Flying, Lifelink

Daggerdrome Imp

1/1–>2/2 Regenerate

Grim Roustabout

1/4–>4/1

Frostburn Weird

2/1 Haste

Rakdos Shred-Freak

3

2/2

Stealer of Secrets

2/1 Flying

Tower Drake

2/3–>3/4

Dead Reveler

2/1 Swampwalk, Scavenge

Sewer Shambler

2/2 Flying

Vassal Soul

 

4

2/2 Flying

Runewing

4/4 Defender?

Ogre Jailbreaker

0/4 Shade

Perilous Shadow

 

 

 

5

1/4 Bounce

Voidwielder

2/6

Catacomb Slug

5/4

Golgari Longlegs

 

 

 

6

3/3 Flying, Detain

Isperia’s Skywatch

 

 

 

 

 

7

5/5 Scavenge

Terrus Wurm

 

 

 

 

 

 

Removal: 4

Cancel

Paralyzing Grasp

Launch Party

Stab Wound

Trick: 4

Downsize

Inaction Injunction

Mizzium Skin

Voidwielder

Other: 3

Inspiration

Dispel

Mind Rot

 

What it was good at: Skies style play. You make blocking decisions and tempo plays; they can’t.

What it was bad at: Having appropriately sized creatures

Cipher can’t get worse, right? Assuming that this format is closer to Return to Ravnica Draft where random evasive dudes usually connected instead of just dying or being irrelevant, you should be able to get an Inspiration of value out of most of the “too clunky” cipher spells.

Your Return to Ravnica options in Dimir are just embarrassing. I would almost assume that you have to lean on having two guilds in that pack to make up for this, meaning Dimir would almost have to be Dimir-Izzet-Rakdos. Azorius might be deep enough and Orzhov is good enough to go for the Dimir-Orzhov-Azorius trio, but I feel like Dimir-Simic-Golgari is not feasible or just a variant of X-Green where you stumble into the right Dimir colored cards.

Dragon’s Maze

1

 

 

2

0/5 Defender

Murmuring Phantasm

1/3

Bane Alley Blackguard

 

3

2/3 Defender

Hired Torturer

1/2–>2/3 Flying

Rakdos Drake

2/2 Flying

Wind Drake

4

2/4

Opal Lake Gatekeepers

2/4

Ubul Sar Gatekeepers

 

5

 

 

6

3/5 Flying

Maze Glider

4/5 Deathtouch

Maze Abomination

 

 

Removal: 4

Runner’s Bane

Fatal Fumes

Mindstatic

Ubul Sar Gatekeepers

Other: 1

Pilfered Plans

 

 

 

These two-drops are here only under the loosest definition of playability. Past them, the commons are all pretty awesome. There’s a Shriekmaw (Ubul Sar Gatekeepers), three good fliers (Wind Drake, Rakdos Drake, and Maze Glider), and two more good removal (Fatal Fumes and Runner’s Bane). The card draw spell, Pilfered Plans, is also pretty cool in that it potentially is worth extra cards alongside scavenge. Shallow on numbers, but high on power.

My gut call on Dimir is that if I end up in it, I took all the good cards pack 1 and then figured out which direction to split off into for the later packs and leaned on the guilds it branched into.

Orzhov

Main Set

1

1/1 Regenerate

Dutiful Thrull

 

 

 

 

 

 

2

3/1–>Flying

Daring Skyjek

2/2

Syndic of Tithes

1/2 Flying

Basilica Screecher

2/2

Gutter Skulk

 

 

 

3

1/4 Defender

Basilica Guards

2/2

Court Street Denizen

1/4 Defender

Corpse Blockade

2/2

Slate Street Ruffian

2/2 Flying

Kingpin’s Pet

2/2 “Unblockable”

Deathcult Rogue

 

4

3/2 Flying

Assault Griffin

2/3

Zarichi Tiger

2/3 Flying

Balustrade Spy

3/2

Syndicate Enforcer

 

 

 

5

2x 2/2 Vigilance

Knight Watch

3/5–>4/6 Vigilance

Nav Squad Commandos

3/4

Horror of the Dim

 

 

 

 

 

Removal: 6

Angelic Edict

Executioner’s Swing

Death’s Approach

Devour Flesh

Grisly Spectacle

Smite

Trick: 3

Aerial Maneuver

Shielded Passage

Shadow Slice

 

 

 

Other: 2

Midnight Recovery

Purge the Profane

 

 

 

 

 

Weak Set

1

+2/+1

Deviant Glee

 

 

 

 

 

 

2

1/1 Flying, Lifelink

Daggerdrome Imp

1/1–>2/2 Regenerate

Grim Roustabout

2/1 Detain

Azorius Arrester

1/3 Flying

Concordia Pegasus

2/2

Keening Apparition

2/1 Haste

Rakdos Shred-Freak

 

3

2/3–>3/4

Dead Reveler

2/1 Swampwalk, Scavenge

Sewer Shambler

3/2

Selesnya Sentry

1/1 Flying + 1/2

Seller of Songbirds

2/3 Flying

Sunspire Griffin

2/2 Flying

Vassal Soul

 

4

4/4 Defender?

Ogre Jailbreaker

0/4 Shade

Perilous Shadow

2/5 Vigilance?

Armory Guard

1/1 Flying + Populate

Eyes in the Skies

 

 

 

5

2/6

Catacomb Slug

2/2, +2/+2 Vigilance

Knightly Valor

5/4

Golgari Longlegs

 

 

 

 

6

 

 

 

 

 

 

7

5/5 Scavenge

Terrus Wurm

 

 

 

 

 

 

 

Removal: 4

Launch Party

Stab Wound

Avenging Arrow

Trostani’s Judgment

Trick: 2

Rootborn Defenses

Swift Justice

 

 

Other: 1

Mind Rot

 

 

 

What it was good at: Death by accounting.

What it was bad at: Not much.

Orzhov was by far the best guild in Gatecrash Draft, and it only gets better in a slower format. Extort was amazing in a faster format, and in a presumably slower format where the incremental advantage builds up more it will be even better.

That said, your Return to Ravnica cards are not up to par. The loss of extort and the general mediocrity of your creature options is very evident. You get a bunch of 1/1 fliers which range from decent chip shots to absolutely terrible very easily.

Dragon’s Maze

1

 

 

2

1/3

Bane Alley Blackguard

2/2 Boros Mastiff

2/1 Lifelink

Tithe Drinker

3

1/4

Haazda Snare Squad

2/3 Defender

Hired Torturer

1/2–>2/3 Flying

Rakdos Drake

4

2/4

Ubul Sar Gatekeepers

2/4

Sunspire Gatekeepers

 

5

3/1 Flying, First Strike

Steeple Roc

 

 

6

4/5 Deathtouch

Maze Abomination

3/6 Vigilance

Maze Sentinel

 

 

Removal: 1

Fatal Fumes

 

Trick: 2

Lyev Decree

Riot Control

Again, these two-drops aren’t good aside from the one with extort, which could literally have any non-drawback stats and be fine.

Most of these cards are just mediocre. Haazda Snare Squad is nice as blocker/attacker pairing as needed in the control decks to squeak in damage. Assuming you can double Gate the 2/4s here are probably the best, but your six-drops are the worst.

You do have the awesome black cards to carry some weight, but that’s about it.

Boros

Main Set

1

 

 

 

 

 

2

1/2

Bomber Corps

2/1

Skinbrand Goblin

+3/+0

Madcap Skills

3/1–>Flying

Daring Skyjek

2/2

Syndic of Tithes

3/2–>First Strike

Wojek Halberdiers

3

3/4

Ember Beast

2/3–>4/3 Warmind Infantry

1/4 Defender

Basilica Guards

2/2

Court Street Denizens

2/2 Flying, Haste

Skyknight Legionnaire

 

4

5/1

Scorchwalker

3/2 Flying

Assault Griffin

2/3

Zarichi Tiger

 

 

 

5

4/4 Vigilance

Towering Thunderfist

2x 2/2 Vigilance

Knight Watch

3/5–>4/6 Vigilance

Nav Squad Commandos

 

 

 

 

Removal: 5

Massive Raid

Mugging

Angelic Edict

Smite

Pit Fight

 

 

Trick: 7

Act of Treason

Furious Resistance

Scorchwalker

Skinbrand Goblin

Aerial Maneuver

Shielded Passage

Martial Glory

 

Weak Set

1

 

 

 

 

 

 

2

2/1 Detain

Azorius Arrester

1/3 Flying

Concordia Pegasus

2/2

Keening Apparition

2/1–>3/2

Gore-House Chainwalker

+2/+2

Pursuit of Flight

1/4–>4/1

Frostburn Weird

2/1 Haste

Rakdos Shred-Freak

3

3/2

Selesnya Sentry

1/1 Flying + 1/2

Seller of Songbirds

2/3 Flying

Sunspire Griffin

0/4 Defender

Lobber Crew

2/2–>3/3First Strike

Splatter Thug

2/1 Viashino Racketeer

2/2 Flying

Vassal Soul

4

2/5 Vigilance?

Armory Guard

1/1 Flying + Populate

Eyes in the Skies

5/2

Cobblebrute

 

 

 

 

5

2/2, +2/+2 Vigilance

Knightly Valor

4/3

Batterhorn

 

 

 

 

 

6

5/4 Haste

Tenement Crasher

 

 

 

 

 

 

 

Removal: 5

Avenging Arrow

Trostani’s Judgment

Annihilating Fire

Electrickery

Explosive Impact

Trick: 4

Rootborn Defenses

Swift Justice

Dynacharge

Traitorous Instinct

 

What it was good at: Maximizing mana efficiency for quick, decisive victories.

What it was bad at: Fighting late games.

My first assumption here is that the size discrepancy between Return to Ravnica and Gatecrash is really going to hurt Boros. The early Boros drops relied on 2/3 being the primary defensive size of the format, while in this format 2/4 is normal. The addition of the five Gatekeepers only makes this more common.

I left the one-drops off the curves since they were quite bad in their respective formats aside from when you jammed multiple Ethereal Armors on a Trained Caracal. That said, I’ve had success in previous multicolored formats with the plan of playing two colors instead of the usual three and just jamming all the “bad” one- and two-drops. Everyone else is too busy playing comes into play tapped lands and mana rocks while you put them in a situation where a single good block isn’t enough to stop the beatdown.

[Editor’s Note: Now you’re speaking my language! Carry on!]

It’s worth noting the “off” pack is quite awesome for Boros. You have access to a ton of removal ranging from the conditional Avenging Arrow to the clunky but universal Trostani’s Judgement to an expensive but versatile Lava Axe in Explosive Impact. There are also three really high quality bodies to fill in your curve (Knightly Valor, Lobber Crew, and Splatter Thug). The depth of the off-guild cards implies you can afford being short a guild pack 3, which describes the Boros-Orzhov-Rakdos trio but not the other two options.

Dragon’s Maze

1

 

 

 

 

 

 

2

2/2

Boros Mastiff

2/1 First Strike

Riot Piker

 

 

 

 

 

3

1/4

Haazda Snare Squad

4/4–>2/2 Haste

Viashino Firstblade

 

 

 

 

 

4

3/3

Rubblebelt Maaka

2/4

Sunspire Gatekeepers

2/4

Smelt-Ward Gatekeepers

 

 

 

 

5

3/1 Flying, First Strike

Steeple Roc

 

 

 

 

 

 

6

6/3 Haste

Maze Rusher

3/6 Vigilance

Maze Sentinel

 

 

 

 

 

 

Removal: 2

Clear a Path

Punish the Enemy

 

 

Trick: 4

Weapon Surge

Lyev Decree

Riot Control

Rubblebelt Maaka

An assortment of solid, if unexciting, cards. Only a few of the tricks are actually good when attacking. Lyev Decree is the kind of card that makes me want to believe a super aggressive deck is possible, but I might just be trying to make fetch happen.

Regarding Awe for the Guilds, remember there are only a few multicolored creatures at common to block with.

Smelt-Ward Gatekeepers is awkward. Guildgates plus aggression don’t mix, but Threatens plus aggression do.

Gruul

Main Set

Skinbrand Goblin

Madcap Skills

Slaughterhorn

1

 

 

 

 

2

2/2 First Strike

Disciple of the Old Ways

2/1

Greenside Watcher

1/2

Bomber Corps

2/1

+3/+0

3

1/3+ Reach

Crocanura

3/2

+1 Mana

Verdant Haven

3/4

Ember Beast

2/3–>4/3

Warmind Infantry

4

2/3+

Ivy Lane Denizen

2/4

Scab-Clan Charger

5/1

Scorchwalker

 

 

5

6/2+

Adaptive Snapjaw

4/4

Towering Thunderfist

+3/+3

Primal Visitation

5/4

Zhur-Taa Swine

 

6

7/6

Ruination Wurm

 

 

 

 

 

Removal: 3

Massive Raid

Mugging

Pit Fight

 

 

 

 

Trick: 7

Burst of Strength

Scab-Clan Charger

Slaughterhorn

Act of Treason

Furious Resistance

Scorchwalker

Skinbrand Goblin

Other: 3

Forced Adaptation

Wildwood Rebirth

Naturalize

 

 

 

 

 

Weak Set

1

 

 

 

 

 

2

2/1–>3/2

Gore-House Chainwalker

+2/+2

Pursuit of Flight

2/2 Scavenge

Drudge Beetle

02 Defender

Gatecreeper Vine

1/4–>4/1

Frostburn Weird

2/1 Haste

Rakdos Shred-Freak

3

0/4 Defender

Lobber Crew

2/2–>3/3 First Strike

Splatter Thug

2/1

Viashino Racketeer

0/3 Defender

Axebane Guardian

3/3

Centaur’s Herald

3/2

Stonefare Crocodile

4

5/2

Cobblebrute

3/3 Scavenge

Korozda Monitor

2/4 Reach

Towering Indrik

 

 

 

5

4/3

Batterhorn

3/4 Hexproof

Rubbleback Rhino

5/4

Golgari Longlegs

 

 

 

6

5/4 Haste

Tenement Crasher

 

 

 

 

 

7

6/7

Axebane Stag

 

 

 

 

 

8

4/4 + Populate

Horncaller’s Chant

 

 

 

 

 

 

Removal: 4

Annihilating Fire

Electrickery

Explosive Impact

Aerial Predation

 

Trick: 5

Dynacharge

Traitorous Instinct

Chorus of Might

Druid’s Deliverance

Giant Growth

What it was good at: Making blockers die.

What it was bad at: Actually gaining advantages on said exchanges.

Verdant Haven gets much better, as do Ruination Wurm and Greenside Watch. There is a whole bunch of mana ramp style green cards in Return to Ravnica to supplement these along with the Cluestones in Dragon’s Maze. I expect there to be a decent number of 4/4 Rhino tokens made in DGR Draft. Gruul may or may not be the best color combination for this, but Tenement Crasher and Ruination Wurm are definitely some awesome monsters to ramp into.

Also, how does anyone ever beat a Towering Indrik? Also, how does anyone beat a Crocanura?

Dragon’s Maze

1

 

 

 

2

2/2–>5/5

Kraul Warrior

1/1

Zhur-Taa Druid

2/1 First Strike

Riot Piker

 

3

2/1+ Trample

Battering Krasis

 

 

 

4

2/4

Saruli Gatekeepers

3/3 Reach

Thrashing Mossdog

3/3

Rubblebelt Maaka

2/4

Smelt-Ward Gatekeepers

5

 

 

 

6

5/4 Trample

Maze Behemoth

6/3 Haste

Maze Rusher

 

 

 

Removal:

Clear a Path

Punish the Enemy

 

Trick:

Mending Touch

Rubblebelt Maaka

Weapon Surge

The six-drops seem very important here. The Gruul decks I’m imagining are all very ramp centered on the back of Cluestones, Verdant Haven, Greenside Watcher, and Zhur-Taa Druid, and obviously ramp requires things to ramp to.

Riot Piker is probably embarrassing here. Your two-drops should bridge the gap to six, not randomly crash in and provide no defensive benefit.

I also am now understanding why the green Gatekeeper has the least immediately powerful trigger. Green already wants a ton of Guildgates for Greenside Watcher, Gatecreeper Vine, and just generally being four-to-five colors, so the ability is most likely just on with little effort. If it was a super impactful ability, the card would be absurd. As is, it’s just very good.

You can find the rest of Ari’s Dragon’s Maze Limited set review here!

My guild is House Dimir. It’s all about information. I want it, and they shouldn’t have it. Thoughtseize, Vendilion Clique, and Gitaxian Probe are some of my favorite cards. Even when I’m playing aggro, it’s all about knowing how far I need to go before my reach kicks in and forces them to guess.