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First Pick At Dragon’s Maze: Part 2

If you’ve read Part 1, be sure to check out the second half of Ari Lax’s Dragon’s Maze Limited set review!

You can read the first half of Ari’s Dragon’s Maze Limited set review here.

Rakdos

Main Set

1

+2/+1

Deviant Glee

 

 

 

 

 

2

1/1 Flying, Lifelink

Daggerdrome Imp

1/1–>2/2 Regenerate

Grim Roustabout

2/1–>3/2

Gore-House Chainwalker

+2/+2

Pursuit of Flight

2/1 Haste

Rakdos Shred-Freak

1/4–>4/1

Frostburn Weird

3

2/3–>3/4

Dead Reveler

2/1 Swampwalk, Scavenge

Sewer Shambler

0/4 Defender

Lobber Crew

2/2–>3/3 First Strike

Splatter Thug

2/1

Viashino Racketeer

 

4

4/4 Defender?

Ogre Jailbreaker

0/4 Shade

Perilous Shadow

5/2

Cobblebrute

 

 

 

5

2/6

Catacomb Slug

5/4

Golgari Longlegs

4/3

Batterhorn

5/3–>6/4

Spawn of Rix Maadi

 

 

6

5/4 Haste

Tenement Crasher

 

 

 

 

 

7

5/5 Scavenge

Terrus Wurm

 

 

 

 

 

 

Removal: 6

Launch Party

Stab Wound

Annihilating Fire

Electrickery

Explosive Impact

Auger Spree

Trick: 2

Dynacharge

Traitorous Instinct

 

 

 

 

Other: 1

Mind Rot

 

 

 

 

 

 

Weak Set

1

 

 

 

 

2

1/2 Flying

Basilica Screecher

2/2

Gutter Skulk

1/2

Bomber Corps

2/1

Skinbrand Goblin

+3/+0

Madcap Skills

3

1/4 Defender

Corpse Blockade

2/2

Slate Street Ruffian

2/2 “Unblockable”

Deathcult Rogue

3/4

Ember Beast

2/3–>4/3

Warmind Infantry

4

2/3 Flying

Balustrade Spy

3/2

Syndicate Enforcer

5/1

Scorchwalker

 

 

5

3/4

Horror of the Dim

4/4

Towering Thunderfist

 

 

 

 

Removal: 6

Death’s Approach

Devour Flesh

Grisly Spectacle

Massive Raid

Mugging

Pit Fight

Trick: 5

Shadow Slice

Act of Treason

Furious Resistance

Scorchwalker

Skinbrand Goblin

 

Other: 1

Midnight Recovery

 

 

 

 

 

What it was good at: Brawling hard.

What it was bad at: Winning a game where your attacks became bad.

Unlike some guilds, the loss of a pack of the guild mechanic really helps Rakdos. The worst part of most Rakdos decks in RTR Draft was that your clunky draws had no real way to gain traction and swing the game around. All of your unleash creatures are balanced for their +1/+1 countered side and are bad at blocking even if you let them. The less unleash creatures you have, the better.

That is assuming that your options are actually good to begin with. Your creatures in pack 2 are not great. The removal is fine, but the bodies aren’t sized to stand up to 3/3s. That said, not a lot of Gatecrash is, but most of the other color combinations can take advantage of evasion or 1/4s. Rakdos really doesn’t have much in either of these departments.

Dragon’s Maze

1

 

 

2

2/1 First Strike

Riot Piker

1/3

Bane Alley Blackguard

 

3

2/3 Defender

Hired Torturer

1/2 Flying–>2/3

Rakdos Drake

 

4

3/3

Rubblebelt Maaka

2/4

Smelt-Ward Gatekeepers

2/4

Ubul Sar Gatekeepers

5

 

 

6

6/3 Haste

Maze Rusher

4/5 Deathtouch

Maze Abomination

 

 

Removal: 5

Clear a Path

Punish the Enemy

Fatal Fumes

Morgue Burst

Ubul Sar Gatekeepers

Trick: 2

Rubblebelt Maaka

Weapon Surge

 

 

 

There’s a bunch of removal here and some solid fours, but I’m not sure the general plan meshes with the first set Rakdos plan. Expensive removal sounds more like a good splash in a green deck or maybe in a Dimir-Rakdos-Izzet all removal and card draw deck.

Morgue Burst is likely better than past analogues, but that doesn’t make it actually great. See Corpse Lunge and Dead Reckoning. There are more large creatures than in those formats, but six is also distinctly more than three.

Izzet

Main Set

1

 

 

 

 

 

 

 

2

2/1–>3/2

Gore-House Chainwalker

+2/+2

Pursuit of Flight

2/1 Haster

Rakdos Shred-Freak

1/4–>4/1

Frostburn Weird

2/1

Crosstown Courier

0/4

Doorkeeper

2/2

Goblin Electromancer

3

0/4

Lobber Crew

2/2–>3/3 First Strike

Splatter Thug

2/1

Viashino Racketeer

2/2

Stealer of Secrets

2/X Flying

Tower Drake

2/2 Flying

Vassal Soul

 

4

5/2

Cobblebrute

2/2 Flying

Runewing

 

 

 

 

 

5

4/3

Batterhorn

1/4 Bounce

Voidwielder

 

 

 

 

 

6

3/3 Flying Detain

Isperia’s Skywatch

 

 

 

 

 

 

 

Removal: 6

Annihilating Fire

Electrickery

Explosive Impact

Cancel

Paralyzing Grasp

Essence Backlash

 

Trick: 7

Dynacharge

Traitorous Instinct

Downsize

Inaction Injunction

Mizzium Skin

Voidwielder

Chemister’s Trick

Other: 2

Inspiration

Dispel

 

 

 

 

 

 

Weak Set

1

0/1 + Flying

Cloudfin Raptor

 

 

 

 

 

 

2

1/2

Bomber Corps

2/1

Skinbrand Goblin

+3/+0

Madcap Skills

1/3

Frilled Oculus

1/2–>2/1 Flying

Metropolis Sprite

 

 

3

3/4

Ember Beast

2/3–>4/3

Warmind Infantry

2/3

Sage’s Row Denizen

2/2 “Unblockable”

Deathcult Rogue

 

 

 

4

5/1

Scorchwalker

1/4+

Clinging Anemones

3/2 Unblockable

Keymaster Rogue

+2/+2 Unblockable

Way of the Thief

 

 

 

5

4/4

Towering Thunderfist

5/5

Leyline Phantom

 

 

 

 

 

6

 

 

 

 

 

 

 

Removal: 6

Massive Raid

Mugging

Pit Fight

Hands of Binding

Spell Rupture

Totally Lost

Trick: 4

Act of Treason

Furious Resistance

Scorchwalker

Skinbrand Goblin

 

 

Other: 2

Last Thoughts

Scatter Arc

 

 

 

 

What it was good at: Random aggro things or having awesome spells for a three-color deck.

What it was bad at: Winning games where your opponent did what they wanted (aggro) or making a full 40-card deck in two colors (non-aggro).

As expected, the control side of this archetype takes a hit from the aggressive pack of Gatecrash while the tempo-aggro side gets a big boost. Scorchwalker, Hands of Binding, Warmind Infantry, and Madcap Skills all fit the general game plan of this deck perfectly. You force a race and win by having all the tricks. You will lose fewer games to being randomly outclassed, which in other words is just turning the archetype into a legitimate deck.

Dragon’s Maze

1

 

 

 

 

 

 

2

2/1 First Strike

Riot Piker

0/5

Murmuring Phantasm

 

 

 

 

 

3

2/2 Flying

Wind Drake

1/4–>4/4

Nivix Cyclops

 

 

 

 

 

4

3/3

Rubblebelt Maaka

2/4

Smelt-Ward Gatekeepers

2/4

Opal Lake Gatekeepers

 

 

 

 

5

 

 

 

 

 

 

6

6/3 Haste

Maze Rusher

3/5 Flying

Maze Glider

 

 

 

 

 

 

Removal: 4

Clear a Path

Punish the Enemy

Runner’s Bane

Mindstatic

 

Trick: 2

Rubblebelt Maaka

Weapon Surge

 

 

 

Unlike the other sets, Dragon’s Maze just has good cards in Izzet. No fooling around with strange tricks. Just straight up solid cards. At least once you get past the two-drops, which are fairly unexciting. Notably, all three of your x/4 blockers (Nivix Cyclops and the two Gatekeepers) have great abilities, you have two of the good six-drops (Maze Rusher and Maze Glider), and you have two good removal at common (Runner’s Bane and Punish the Enemy) on top of the conditional ones (Mindstatic and Clear a Path).

The Maze cycle six-drops here are the best possible for the guild, giving you aggressive reach or a solid flying threat.

By the way, if Frostburn Weird was good, Nivix Cyclops is twice that. It blocks and hits just the same but can take down 2/4s and 3/3s, not just trade with them.

Azorius

Main Set

1

 

 

 

 

 

 

2

1/4–>4/1

Frostburn Weird

2/1

Crosstown Courier

0/4

Doorkeeper

2/1 Detain

Azorius Arrester

1/3 Flying

Concordia Pegasus

2/2

Keening Apparition

 

3

2/2

Stealer of Secrets

2/X Flying

Tower Drake

2/2 Flying

Vassal Soul

3/2

Selesnya Sentry

1/1 Flying + 1/2

Seller of Songbirds

2/3 Flying

Sunspire Griffin

 

4

2/2 Flying

Runewing

2/5

Armory Guard

1/1 Flying + Populate

Eyes in the Skies

2/4

Hussar Patrol

 

 

 

5

1/4 Bounce

Voidwielder

2/2 +2/+2

Knightly Valor

 

 

 

 

 

6

3/3 Flying Detain

Isperia’s Skywatch

 

 

 

 

 

 

 

Removal:

Cancel

Paralyzing Grasp

Hussar Patrol

Avenging Arrow

Trostani’s Judgment

 

 

Trick:

Downsize

Inaction Injunction

Mizzium Skin

Voidwielder

Dramatic Rescue

Rootborn Defenses

Swift Justice

Other:

Inspiration

Dispel

 

 

 

 

 

 

Weak Set              

1

0/1 Flying

Cloudfin Raptor

 

 

 

 

 

 

2

1/3

Frilled Oculus

1/2–>2/1 Flying

Metropolis Sprite

3/1–>Flying

Daring Skyjek

2/2

Syndic of Tithes

 

 

 

3

2/3

Sage’s Row Denizen

2/2 “Unblockable”

Deathcult Rogue

1/4 Defender

Basilica Guards

2/2

Court Street Denizen

 

 

 

4

1/4+

Clinging Anemones

3/2 Unblockable

Keymaster Rogue

+2/+2 Unblockable

Way of the Thief

3/2 Flying

Assault Griffin

2/3

Zarichi Tiger

 

 

5

5/5

Leyline Phantom

2x 2/2 Knight Watch

3/5–>4/6 Nav Squad Commandos

 

 

 

 

6

 

 

 

 

 

 

 

Removal:

Angelic Edict

Smite

Hands of Binding

Spell Rupture

Totally Lost

Trick:

Aerial Maneuver

Shielded Passage

 

 

 

Other:

Last Thoughts

Scatter Arc

 

 

 

What it was good at: 2/4s and 2/5s blocking for days.

What it was bad at: Handling a 5/5 if you can’t race it with fliers.

I was never a real fan of aggressive Azorius decks in Return to Ravnica Draft, and Gatecrash seems to push the archetype in that direction. Armory Guard, Frostburn Weird, and Hussar Patrol were the keys to the decks I liked, and there just aren’t replacements for them in pack 2. Clinging Anemones and Basilica Guards are similar, but only one of them can push damage in. Clinging Anemones does help with the 5/5 problem if you can evolve it twice, but there aren’t many good on color 3/Xs to play there. These cards also clash with Cancel and Avenging Arrow, preventing you from playing the truly reactive control role that U/W/x leaned on in Return to Ravnica. The deck is probably fine; it just won’t be as good as it was previously.

Dragon’s Maze

1

 

 

 

 

 

 

2

2/2

Boros Mastiff

0/5

Murmuring Phantasm

2/2

Deputy of Acquittals

 

 

 

 

3

1/4

Haazda Snare Squad

2/2 Flying

Wind Drake

 

 

 

 

 

4

2/4

Sunspire Gatekeepers

2/4

Opal Lake Gatekeepers

 

 

 

 

 

5

3/1 Flying First Strike

Steeple Roc

 

 

 

 

 

 

6

3/6 Vigilance

Maze Centinel

 

 

 

 

 

 

 

Removal: 1

Mindstatic

 

 

 

 

Trick: 3

Lyev Decree

Riot Control

Deputy of Acquittals

 

 

All average. Nothing outstanding. Even Deputy of Acquittals, the multicolored incentive common, is just an average body with a mediocre trick attached. If you are in Azorius, you are just trying to fill in your curve this pack. To be fair, Azorius is one of the guilds that wants guilds the most to support solid three-color decks, but that just means you want the Gatekeepers you wanted anyway because they were 2/4s.

Selesnya

Main Set

Selesnya Sentry

1

 

 

 

 

 

 

 

2

2/1 Detain

Azorius Arrester

1/3 Flying

Concordia Pegasus

2/2

Keening Apparition

2/2 Scavenge

Drudge Beetle

0/2

Gatecreeper Vine

 

 

 

3

2/2 Flying

Vassal Soul

3/2

1/1 Flying + 1/2

Seller of Songbirds

2/3 Flying

Sunspire Griffin

0/3 Axebane Guardian

3/3

Centaur’s Herald

3/2

Stonefare Crocodile

3/3

Centaur Healer

4

2/5

Armory Guard

1/1 Flying + Populate

Eyes in the Skies

3/3 Scavenge

Korozda Monitor

2/4 Reach

Towering Indrik

 

 

 

 

5

2/2 +2/+2

Knightly Valor

3/4 Hexproof

Rubbleback Rhino

5/4

Golgari Longlegs

 

 

 

 

 

6

2x 3/3

Coursers’ Accord

 

 

 

 

 

 

 

7

6/7

Axebane Stag

 

 

 

 

 

 

 

8

4/4 + Populate

Horncaller’s Chant

 

 

 

 

 

 

 

 

Removal: 3

Aerial Predation

Avenging Arrow

Trostani’s Judgment

 

 

 

Trick: 6

Chorus of Might

Druid’s Deliverance

Giant Growth

Common Bond

Rootborn Defenses

Swift Justice

 

Weak Set

1

 

 

 

 

 

 

2

2/2

Disciple of the Old Ways

2/1

Greenside Watcher

3/1–>Flying

Daring Skyjek

2/2

Syndic of Tithes

 

 

 

3

1/3+ Reach

Crocanura

3/2

Slaughterhorn

+1 Mana

Verdant Haven

1/4 Defender

Basilica Guards

2/2

Court Street Denizen

 

 

4

2/3+

Ivy Lane Denizen

2/4

Scab-Clan Charger

3/2 Flying

Assault Griffin

2/3

Zarichi Tiger

 

 

 

5

6/2+

Adaptive Snapjaw

2x 2/2

Knight Watch

3/5–>4/6

Nav Squad Commandos

 

 

 

 

6

 

 

 

 

 

 

 

Removal: 3

Angelic Edict

Smite

Pit Fight

 

 

Trick: 5

Burst of Strength

Scab-Clan Charger

Slaughterhorn

Aerial Maneuver

Shielded Passage

Other: 3

Forced Adaptation

Wildwood Rebirth

Naturalize

 

 

What it was good at: Attacking or making all the 3/3s.

What it was bad at: Not much.

Selesnya was the best guild in Return to Ravnica, but it loses a lot on the populate angle. As I stated in my speculative article about the format, there are basically no token generators in Gatecrash. Obviously, the aggro set supports the already powerful Selesnya Aggro deck, so it’s all good. Looking at the cards, Selesnya has nearly matched power level between the two large sets. The good two-drops from Gatecrash are exactly what the archetype needed, and there are just enough tricks to fill out the necessary numbers. The removal lines up almost identically as well.

Dragon’s Maze

1

 

 

 

 

 

 

2

2/2–>5/5

Kraul Warrior

2/2

Boros Mastiff

 

 

 

 

 

3

2/1+

Battering Krasis

1/4

Haazda Snare Squad

 

 

 

 

 

4

2/4

Saruli Gatekeepers

2/4

Sunspire Gatekeepers

3/3 Reach

Thrashing Mossdog

 

 

 

 

5

3/1 Flying First Strike

Steeple Roc

4/6

Armored Wolf-Rider

 

 

 

 

 

6

5/4 Trample

Maze Behemoth

3/6 Vigilance

Maze Sentinel

 

 

 

 

 

                                        

Trick: 3

Lyev Decree

Riot Control

Mending Touch

 

 

 

Other: 1

Wake the Reflections

 

 

 

 

 

Similar to Azorius, there’s not much exciting here. Your multicolored common (Armored Wolf-Rider) is a vanilla five-drop, and you have no removal.

The big issue is that none of the Selesnya tricks in this set are pump spells. If the other sets imply aggression, you need those spells to push through the midgame. The complete lack of them here is a definite issue that you will have to adjust for in the later packs.

Golgari

Main Set

1

+2/+1

Deviant Glee

 

 

 

 

 

 

2

2/2 Scavenge

Drudge Beetle

0/2

Gatecreeper Vine

1/1 Flying

Daggerdrome Imp

1/1–>2/2 Regen

Grim Roustabout

 

2/1 Haste

Rakdos Shred-Freak

 

3

0/3

Axebane Guardian

3/3

Centaur’s Herald

3/2

Stonefare Crocodile

2/3–>3/4

Dead Reveler

2/1 Swampwalk Scavenge

Sewer Shambler

1/4 Defender Reach

Trestle Troll

 

4

3/3 Scavenge

Korozda Monitor

2/4 Reach

Towering Indrik

4/4 Defender?

Ogre Jailbreaker

0/4 Shade

Perilous Shadow

2/2 Deathtouch

Sluiceway Scorpion

 

 

5

3/4 Hexproof

Rubbleback Rhino

5/4

Golgari Longlegs

2/6

Catacomb Slug

 

 

 

 

6

 

 

 

 

 

 

7

6/7

Axebane Stag

5/5 Scavenge

Terrus Wurm

 

 

 

 

 

8

4/4 + Populate

Horncaller’s Chant

 

 

 

 

 

 

 

Removal: 3

Aerial Predation

Launch Party

Stab Wound

 

 

Trick: 3

Chorus of Might

Druid’s Deliverance

Giant Growth

 

 

Other: 2

Mind Rot

Grisly Salvage

 

 

 

 

Weak Set

1

 

 

 

 

 

 

2

2/2

Disciple of the Old Ways

2/1

Greenside Watcher

1/2

Basilica Screecher

2/2

Gutter Skulk

 

 

 

3

1/3+ Reach

Crocanura

3/2

Slaughterhorn

+1 Mana

Verdant Haven

1/4 Defender

Corpse Blockade

2/2

Slate Street Ruffian

 

 

4

2/3+

Ivy Lane Denizen

2/4

Scab-Clan Charger

2/3 Flying

Balustrade Spy

3/2

Syndicate Enforcer

 

 

 

5

6/2+ Adaptive Snapjaw

3/4 Horror of the Dim

 

 

 

 

 

6

 

 

 

 

 

 

 

 

Removal: 4

Pit Fight

Death’s Approach

Devour Flesh

Grisly Spectacle

 

Trick: 4

Burst of Strength

Scab-Clan Charger

Slaughterhorn

Shadow Slice

 

Other: 4

Forced Adaptation

Wildwood Rebirth

Naturalize

Midnight Recovery

 

What it was good at: Gaining lot of marginal value.

What it was bad at: Mana efficiency.

Golgari gets some much-needed removal from the Gatecrash cards, but the rest of the set is quite bad for it. Just a bunch of mediocre bodies taking the spot of the semi-solid ones it tried to lean on in single set draft. More so than any other guild, Golgari is leaning on its third color to fill in the gaps.

Dragon’s Maze

1

 

 

 

 

 

 

2

2/2–>5/5

Kraul Warrior

1/3

Bane Alley Blackguard

 

 

 

 

 

3

2/1+

Battering Krasis

1/2 Flying–>2/3

Rakdos Drake

2/3 Defender

Hired Torturer

 

 

 

 

4

2/4

Saruli Gatekeepers

3/3 Reach

Thrashing Mossdog

2/4

Ubul Sar Gatekeepers

 

 

 

 

5

 

 

 

 

 

 

6

5/4 Trample

Maze Behemoth

4/5 Deathtouch

Maze Abomination

 

 

 

 

 

 

Removal: 3

Drown in Filth

Fatal Fumes

Ubul Sar Gatekeepers

 

 

 

Trick: 1

Mending Touch

 

 

 

 

 

Golgari is shockingly solid in the third pack, but it’s mostly just the fact that black is quite good and green is reasonable. Drown in Filth is on average slightly less than -2/-2 for the first copy, so it’s not anything to write home about until you hit multiples or other interactions.

General Observations

There’s a big mismatch between the cards in Gatecrash and Return to Ravnica, as you would expect when one has a standard size of 2/3 and the other a standard size of 3/3. Dragon’s Maze has an even larger standard size of 2/4 due to the Gatekeepers. Be aware of this when making picks between creatures and tricks. Be sure that your small guys can hold up in the inevitable fights.

Due to the two common cycles in Dragon’s Maze, the four and six slots will be fairly well stocked in most decks. Adjust picks accordingly.

Boros, Selesnya, and Gruul have the most balanced power between the first two sets. Naya is probably the deepest trio in the format.

The Dragon’s Maze commons are fairly flat across the colors. I expect that past the good uncommons and removal people will be taking lots of Guildgates and Cluestones. There are only a few truly color pair defining cards to pick up, whereas fixing gives you a lot of options moving into the later packs.

Cards that cost XAA (where A is any one color) are harder to cast than cards that cost XAB. There’s a slight mathematic edge, but a lot of it has to do with just what hands you want to keep.

Some quick Gate math: You can expect around sixteen Guildgates per draft or two per player. If you really want to turn on your Gatekeepers, you will have to fight for it.

Primary Archetypes

W/R/x Aggro

The defining aspect here is going to be early mana to support your aggressive spread. Not to say you are all-in aggro, but you are definitely planning on attacking with these decks. You need a certain number of Guildgates but should avoid Cluestones since your goal is likely going to be having all three colors by turn 3. Transguild Promenade and Prophetic Prism are similarly dropped down on the pick order because they are just too clunky.

Keep in mind that you need ways to break through. In W/B/R, this means taking removal and cards with extort. In WGR, this means pump spells. Note the analogous functions: pump spells should be valued similarly to removal, especially the good ones like Common Bond and Slaughterhorn.

In W/B/R, you’re aiming for good black pack 1 as well as Guildgates, chaining into a very strong pack 2, and trying to round out fixing and some removal pack 3. This means that W/x Guildgates should be valued higher than non-white ones in Dragon’s Maze. Under similar logic, you should value red Guildgates in W/G/R.

Of the two, I think W/B/R will have better mana because its pack 3 Gate lines up best with its gold spells in that it doesn’t really need the Rakdos gold spells. Auger Spree is nice, but the gold cards you are relying on early are the Boros and Orzhov ones. Compare to Centaur Healer in W/G/R.

U/x/x Control

These decks will be similar in nature to the W/U/R deck from Return to Ravnica draft: blockers, removal, card draw. While the last of these is in a bit of short supply, there are enough ways to generate card advantage that it should be manageable.

In terms of fixing, you won’t be reliant on Guildgates but will want them to turn on Gatekeepers if you have them. Pack 1 Guildgates will be less valuable since it’s hard to preemptively assess how many you will need without seeing your Gatekeeper count. Cluestones will inevitably circle around later and are exactly what you want because they’re both fixing and ramp that let you do multiple things a turn and even later on you will always be able to cash it in for a card.

Of the color combinations, I like W/U/B and U/B/R a lot. W/U/R has the issue of Boros not being a great control guild to stake your entire second pack on while pack 3 really supports a control deck in those colors. There may be a slightly more aggressive W/U/R deck, but exactly where that falls remains to be seen.

As for white versus red, Orzhov is definitely the deeper guild than Izzet in its pack, but red is much better in pack 1. Where you end up is likely conditional on what comes your way early.

Green Ramp

This deck is going to be quite fluid between three and five colors.

Two tricolor combos that I think are quite solid are G/U/R and G/U/B. G/U/R provides card draw to offset your dedicated ramp slots costing cards, while G/U/B gives you mill to enable Drown in Filth and provide marginal advantage with Scavenge. Blue also gives you Maze Glider, the best of the cycle to ramp into. Flying is clearly the best ability of the five, and the 3/5 body associated with it is also perfectly sized for a format of 2/2 fliers and 3/3 ground guys.

Aside from those, I expect most of your color decisions will just be a mix of what fixing and awesome splash cards come your way. Any of the five color fixers should be a top priority, while Guildgates and Cluestones are just kind of there if you figure out what you are trying to splash. You can grab them over marginal playables as they are probably useful, but taking them over a powerful splash card is probably wrong early on.

Overall, I want to compare this format to the original Ravnica, but it will definitely be more combat based and less about raw card advantage. Basically, like Ravnica with half a decade of development on Magic. I don’t think it will be as fun as Innistrad, but I’ll still have a blast.

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.