Topic: [DGM] Dragon's Maze - Limited Review

Am revenit cu un Limited Review pentru Dragon’s Maze. Sper ca de data aceasta sa nimeresc mai bine decat la GTC, unde am facut o serie de greseli datorate vitezei formatului.

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This is my second attempt  at writing a set review and I will try to be much more precise and correct than last time. In my Gatecrash review I failed to review correctly some cards especially because of the speed of the format which I did not expect to be so fast. This time around, we are back in a more slower environment, not ROE level but hopefully somewhere close. There might be some Boros-Rakdos strategies that win the game turn 4-5 but I expect this format to develop at least till turns 8-9 regularly.

Again I will use the LSV/Conley standardized grading system because I find it best fitting and because everyone is already used to it.

This is the system:

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%)
As usual, I caution you to both look at the rating and read the comments, since even cards rated the same might have very different evaluations. Enjoy!


I tend to be a little less critic about most cards because as we all know, every draft format will evolve(mature) given enough time and sometimes even those cards that seem the worst at first glance might have a chance to be a good strategy.(i.e.: Spider Spawning–  Triple ISD draft, Dream Twist – Triple ISD draft, Ethereal Armor – Triple RTR draft)

I’ll comment on the cards In the following order:
1.    White + Azorius + Orzhov
2.    Blue + Simic + Izzet
3.    Black + Dimir + Golgari
4.    Red + Boros + Rakdos
5.    Green + Gruul + Selesnya + artifacts(cluestones)

WHITE

Boros Mastiff

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/ltap0gxvul_EN.jpg

2.5 – A bear with potential upside is always a good card but in a format where 4 toughness is expected to be threshold it is less powerful to have a good bear. Still, Keening Apparition has proven to be a good bear in a slower format and although destroying an enchantment feels much better than just possibly getting lifelink, I still think this card will see play especially in Boros and Orzhov decks that require low cost drops to be effective.

Haazda Snare Squad

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/9o1jybmyn7_EN.jpg

2.5 – Tappers are always relevant and this one has the upside of not dying when blocked by 3 or less power creatures but it can die when is blocked by two 2/2’s for example. It is better with a lot of evasion in the deck because it can act as a tapper for Reach or flyers on the other side of the board. If you are playing azorius and have a 2/2 flyer and the opponent has a ¼ reach defender creature, this creature can push in the damage and put a clock on your opponent. The activation is not something very relevant, especially in the later turns of the game.

Lyev Decree

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/j1nj0oxpqy_EN.jpg

2.5 – This card will act mostly as a tempo card but it can be helpful for a defensive strategy as well when things do not go according to plan and lands fail to arrive in time or the opponent drops his hand on the table in the first few turns. It is a solid spell and will see play in most white strategies.

Maze Sentinel

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/sm6uf6dhow_EN.jpg

1.5.  – The first of the Sentinel cycle is a pretty mediocre one. I’m not sure If a 3/6 for 6 mana is something you would want in your deck but the fact that it can give Vigilance to multicolor creatures is particularly relevant. Of course, white –X creatures tend to not be very big therefore making the vigilance less relevant but it can come in handy from time to time. I would not maindeck this if I had better cards to play with.

Renounce the Guilds

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/8b7kl8dou0_EN.jpg

1.0.    – I do not think that this is great in limited but it can act as a sideboard card. Aggressive strategies don’t need this card and controlling decks usually play a lot of multicolor cards itself. It will however be a good constructed card.

Riot Control

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/wj072vxlnn_EN.jpg

1.0.    – This is not Safe passage. The fact that it only prevents damage dealt to you makes it much worse. It is close to Druid’s Deliverance from Return to Ravnica but it is a bit more expensive and actually the life gain might not be as relevant as the populate on the Deliverance. I don’t think this card should be maindecked. It can be a sideboard card for slower decks, but I do not see it making the cut even there.

Scion of Vitu-Ghazi

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/dmpbbtmcqh_EN.jpg

3.5. – Now this card screams “play white” from the start. Since the Dragon’s Maze booster will be the first in a draft, if you see this card in your pack I think you might have to try going white. Getting at least 6 power for 5 mana distributed among 3 creatures (2 with evasion) is awesome, and the fact that you can sometimes populate 3/3’s or 8/8’s with vigilance is also awesome. Play this in any white deck. It shines in Selesnya but is good everywhere.

Steeple Roc

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/vo7nyyg8x2_EN.jpg

2.0.    – I don’t like the fact that it is has just 1 toughness. Because it has first strike it will usually kill 2/2 flyers in combat and live to tell the tale but the fact that it has such a fragile body does not make me eager to play it. Also, it is a 5 mana card whereas Assault Griffin from GTC was a 3/2 body on a  4 mana card and was just an ok card, nothing amazing. There are also some 1 / 4 reach defenders in the format that can easily get in its way and some nice removal spells that can deal with X/1’s including the cheap Electrickery.

Sunspire Gatekeepers

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/56i8y9ycqx_EN.jpg

2.5. – The Gatekeepers cycle set a certain barrier for the limited format. 4 toughness because the threshold again after a few months of Gatecrash. Since in a draft , you will have 1 RTR , 1 GTC  and 1 DGM booster, it does mean that 4 toughness will become again important. These Gatekeepers are splashy  and have high reward for playing Guildgates which we will have plenty of because of the DGM booster which has guildgates instead of basic lands. The white gatekeeper can give you a 2/2 and a 2/4 for just 4 mana. That’s playable in most limited formats. Also, the knight can be populated.

Wake the Reflections

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/7uyt66c4fo_EN.jpg

1.0.    – It does not seem maindeckable even in a Populate heavy deck. It can be a 3/3 for 1 mana but anyone would like more an instant populate card even if it is 2 or 3 mana, but the fact that it is instant makes it more relevant against removal and it usually comes with a certain upside such as making all your creatures indestructible or preventing all damage dealt to you.


AZORIUS:


Ascended Lawmage

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/kdzusu18wp_EN.jpg

3.5. – This is a power uncommon. It is Skymarc Roc level and will be played a lot. It can make a good splash, or it can even get you into Azorius early. There are so few creatures with Hexproof in the entire block and this one can be a beating with just a single piece of enchantment on it. Imagine playing this and immediately after a Knightly Valor on it. It is almost GG.


Council of the Absolute

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/0mmqpnxqu5_EN.jpg

2.0.    – You will play this card but you won’t feel it is amazing. It can be better at ramping you into playing expensive spells earlier but the body is just an ok one, being a 2/4 for 4. Most of the time you will just be happy you got a mythic rare for constructed but in limited it feels subpar. Its toughness will hold the ground for a bit, that’s for sure.

Deputy of Acquittals

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/4w72fiy99c_EN.jpg


2.5. – The deputy is a perfect bear for limited. It has both Flash and a possible upside of returning one Stab wounded creature to hand. It can even get back to hand creatures that have upsides when enter the battlefield. (to name a few: Lyev Skyknight, Voidwielder, Azorius Arrester). The flash can come in handy when a x/2 creature your opponent controls attacks you, or when you play it on opponents EOT and acts as a hasty surprise.

Jelenn Sphinx

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/g035rhreka_EN.jpg

3.0.    – The Sphinx is an amazing blocker and can turn your offensive into a nightmare for your opponent. Changes all math of the game and acts as a finisher when surrounded by other creatures.  It is at its best in a BANT shell where you combing Azorius and Selesnya, but it can be played in any deck that plays its colors.

Lavinia of the Tenth

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/26jx9g7yi7_EN.jpg

3.5. – Lavinia is a powerhouse on its own. Against red decks it can shut entire cards off and the fact that it has such a powerful enter the battlefield ability will make it very  strong agaist Selesnya, Rakdos or Boros, decks that tend to have smaller but faster creatures.

Protect // Serve

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/ibc4yc0awn_EN.jpg

2.0.    – It’s modes are not amazing on their own but when fused it can act as a full removal spell at 5 mana. Nothing to write home about but it can do its job. With enough good blockers it can act as 2-removal spells similar to Turn // Burn but a much much weaker version.

Render Silent

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/d5muye3d7a_EN.jpg

1.5. – It is just a Cancel in limited. Something it might be more, when opponents try to bait a counter with worse card but it will most often be just a Cancel, and Cancel isn’t amazing in limited.

Restore the Peace

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/ip4s7wcf1g_EN.jpg

3.0 – Aetherize this is not but for a cheaper cost it has almost the same effect if you can take the damage. It can be even better than Aetherize when you trigger it at the EOT and you are in a good position to take over the game. I would play this card in all Azorius based decks.


Orzhov:

Blood Baron of Vizkopa

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/p6ijmzcjky_EN.jpg

4.0.    – This mythic is powerful enough to not be a rare. Double protection is huge and lifelink on the same body is great. The last clause won’t be something that often met but it is a house on its own and can give the opponent a really hard time. I will play it even if I have to splash either white or black and make it a 4-color deck. It is very good.

Debt to the Deathless

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/60zde0db36_EN.jpg

1.5.     – I am not sure how to rate this card. If the format is indeed super slow, it can be a great finisher when flooded with 8-9+ mana on the battlefield. With Keyrunes and Cluestones you can ramp yourself to use it for a better effect although it might just turn out to not be good in limited. It is a multiplayer card, and a good one at that, but I suppose it might lack what It needs to be good in limited.

Maw of the Obzedat

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/ayvg4v2m1s_EN.jpg

2.0.    – It is not an amazing card in limited because creatures are not easily spared in limited just for a temporary buff, but when you are alpha striking it can come in handy. It is not an amazing card but I can see it played in a slower format, especially in a Junk Shell (G/W/B) with populate and Extort to fuel the deck.

Obzedat’s Aid

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/tam9y7fzuv_EN.jpg

2.0    – Unburial Rites, Rise from the Grave effects are welcomed in limited but are not amazing. They fulfill a role in some decks and some players can  try it with cards like Grisly Salvage and some great bombs but I do not see it played that often.

Profit // Loss

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/0tkyglg4ph_EN.jpg

2.5. -  At 3 mana it can be a decent buff or removal spell but at 6 mana it messes with combat in a very ugly way. I would run this in builds with both white and black.

Sin Collector

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/zidi3pks4i_EN.jpg

2.0 – 2/1 for 3 isn’t exciting but the fact that it can occasionally get a removal spell from your opponent’s hand makes it playable. Since the format will be a bit slower, people will gear up with more removal spells and maybe even some card value spells such as “Draw two cards”.  It is great in an extort based deck.

Teysa, Envoy of Ghosts

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/inoog6pejv_EN.jpg

4.0. – When this hits the battlefield, if you are not at 3-4 life or below , this card should win you the game from there. It has many abilities on it, the protection from creatures making your opponents search for a removal spell pretty fast or else they will just die in just a couple of turns. It depends on the board state, but in a true Orzhov build you should be fine with enough extorters

Tithe Drinker

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/38c07n7m7y_EN.jpg

2.5. – The only common extorter in DGM, if it follows the trend of the powerful extorters in GTC it will be a sought after common and it does actually great work against aggressive strategies by holding them down for a few turns at least.



BLUE


Aetherling

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/vhlr9buvxs_EN.jpg

4.5. -  This variant of morphling is going to be a nightmare for your opponent. It is better to be played at 7+ mana so that you can immediately save it in case your opponent has removal but after you untap with it, they game should go pretty smoothly. It is not a 5.0. because it is not easy splashable since affording 4UUU(one for a possible removal spell) when casting it is quite a challenge, but it is a true bomb, one of the best in DGM, and it is only a rare. So watch out for this thing, when it hits the table, the game swings considerably.

Hidden Strings

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/y0kkqgmdii_EN.jpg

2.0. – It is a card that will have a nice effect when cast for the first time, because it can get rid of some blocker, but afterwards it will be just a spell that gives vigilance to some of your creatures. It is not on the same level as Hands of Bindings, which keeps the creature tapped on your opponent’s turn also. It feels very combo-ish but I don’t see its place in limited. Maybe it can shine in constructed, although having to connect with a creature feels rather tough. I’m not sure if I’ll maindeck this most of the time.


Maze Glider

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/1luilcjftz_EN.jpg

4.0. – This is a bomb-ish common. Giving all your multicolor dudes evasion? Sure. I would play this in every sealed I play blue and I will first pick it if nothing else seems great. It is one of the best in its cycle. I expect to play a lot of multicolor creatures in DGM limited and this gives all my guys one of the best forms of evasion in limited (Cost-power ratio). Costing 6 mana seems legit since it can wreak a stalemate on its own. Even its stats are good for defensive and offensive. It feels a lot like Sapphire Drake from GTC but it might be more powerful since on average you will be playing more multicolor dudes than creatures with +1/+1 counters and this guy is only a common. Pick highly, splash or no, win!


Mindstatic

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/y3ambw1jkv_EN.jpg

1.0.    – I am sure this will be a cancel almost each and every time you cast it but at 4 mana there are better things to do than waiting for your opponent to do something. I’m sure It will be sideboarded in controlish mirrors but I don’t see it maindecked, like ever, even if the format is as slow as people think it will be.


Murmuring Phantasm

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/k6tuht0b5o_EN.jpg

2.5. – 5 toughness is huge. And on turn 2 it turns of almost any offense. This, followed by Hover Barrier and followed by the 0/4 that mills for the number of defender seems a strategy for control lovers and I for one, will love to try it out with a decent number of defenders (8-9). I tried played Defender control in RTR prelease with 12 defenders and won 4 out of 6 games.


Opal Lake Gatekeepers

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/tjl46adywr_EN.jpg

2.5. – Almost all gatekeepers are the same power level with the black one being the best and the green one the worst but they all range in the 2.0-3.0. level. It is hard to pass a 2/4 for 4 that can come with huge upside. This one has a possible cantrip on it and I for sure will play it in blue decks. Everyone who has played magic for a while knows how important is card advantage whether its constructed or limited. It is very good in Simic decks because it can evolve most of your guys, but I would play it in Izzet decks for its defender capabilities and in Azorius for the card advantage.


Runner’s Bane

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/gul2o5036l_EN.jpg

2.0.    – I will always value this sort of removal highly. It is almost Claustrophobia, but it is easier to splash and cannot deal with bombs. It helps you get into the late game and in a slower format may not be that great but I would still play it most of the time. Sadly, it cannot deal with Guildmages abilities which can be really annoying.


Trait Doctoring

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/nale7d44cv_EN.jpg

0.0.    – Sweet artwork and flavour but this card is definitely unplayable in limited. I’m not sure of a possible constructed application but it limited it really feels bad. I will not be happy opening one of these in my pool. I know it looks like it can help splashing stuff but I feel it is just a trap for the johnnies.

Uncovered Clues

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/nukwzhq1qa_EN.jpg

0.5.    – I don’t see it played in limited. I know izzet decks will want more spells in but creatures are essential for a good limited deck and this card rewards you for playing a lot of spells. I’d rather have Divination in limited.

Wind Drake

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/xkc4wxlgoc_EN.jpg

2.5. – Solid flyer for the blue evasive decks. It fills a much needed space in DGM limited, helping both Azorius and Izzet decks to find something useful pack 1. I’m not sure if it is better here than in M13 but I will pick it pretty highly in draft.


SIMIC

Beetleform Mage

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/atsw69b1rf_EN.jpg

3.0 – This is a great common. It may not be the greatest evolve enabler but it is a powerhouse on its own. The possibility of having a 4/4 flyers each turn is huge in limited. It can turn games around, it can attack greatly, in can block and it can dodge some damage based removal spells. I would value it pretty high in any format. The mana investment ain’t that important once you get to the late game. Plus, it’s HUMAN INSECT WIZARD!


Bred for the Hunt

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/ubwj298vno_EN.jpg

1.0.(normally)
3.0.(Simic, Golgari decks)
– This is a niche card that can be amazing in a Simic-Golgari deck and completely dead in other strategies. If you have creatures with +1/+1 counters on them, your opponents will not like letting you pass through and deal damage because of the great card advantage you can make for yourself. Therefore your creatures will be blocked even if sometimes your opponents will have to chump just so you don’t get fresh new cards. It seems like a Burning Vengeance build around me card and I would love to try it.


Give // Take

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/xi3mffqazb_EN.jpg

2.5.    – This card gives a permanent giant growth in its worse case scenario. In its best case, it can help you will the game by creating a monster and drawing a bunch of cards. For 6 mana it can have a Zegana effect, with the low downside of having one dude lose its counters. I would gladly trade 4-5 +1/+1 counters for new cards. It is a powerful uncommon and it is never dead in a green based deck.


Krasis Incubation

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/96z09nsfzg_EN.jpg
3.0 – I know Johnnies would love to just grow their creatures with this but most of the time it will just be an Arrest for your opponent’s creatures. Of course, at times, you will have to just give one of the opposing creatures 2 +1/+1 counters just so that you can get rid of something really annoying on the other side but even then, you might be ready to face a much bigger threat after you have evolved your army. Strong removal spell and for Simic decks it is actually a nice upgrade.


Plasm Capture

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/weyy2axm6b_EN.jpg

1.5. – I’m not going to maindeck this card in limited because It is quite hard to cast and its effect might not help me that much. On turn 4-5 it can help me ramp a lot but in later turns it is just a Cancel most of the time. It can be a good sideboard card against decks full of bombs but I will mostly stay away from maindecking it.


Progenitor Mimic

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/rtdk3u41zz_EN.jpg

4.5. – This is almost the mother of all bombs. If you like something on the battlefield, why not have it in multiples? With every turn you get a new fresh copy. Seems very difficult to deal with and if 2-3 turns pass, you will bury your opponent in card power and advantage. I will always play this even if I have to splash both colors for it (maybe not but I will force a UG deck as much as possible)


Species Gorger

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/hx907vdaoj_EN.jpg

3.0. – 6/6 for 5 ? Sold. Actually this does require building around but in a Simic deck you will gladly return some creatures just to evolve others of mainly for enter the battlefield effects. Imagine returning Opal Lake Gatekeepers each turn while having at least 2 guildgates on the battlefield. This translates into 2 card pers turn at the low cost of 4 mana. Notice that I’m reffering to the late game when you can get mana flooded a bit.
It is great defending creature on turn 5 also and even with no possible upside on the next turn, it can hold of an offensive board.

Vorel of the Hull Clade
   
http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/f1pzw91i9c_EN.jpg

2.5 – Its body is relevant in combat because of the 4 toughness and also it can evolve most of your creatures. Left on the board, it can mess with combat math pretty hard by doubling counters on evolved creatures. I would play it in any Simic-Golgari build.



IZZET

Blast of Genius

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/9zvg9tfcm2_EN.jpg

2.0. – This can act as both removal, finisher or card drawing machine but it has 2 minuses that makes it much worse than at first sight. Firstly, it is a Sorcery, therefore making you tappout on the 6th turn for very little board impact. Secondly, it costs 6! I know that you can deal at least 3-4 damage with it but a divination and a  lightning bolt are not worth 6 at sorcery speed (or at least that’s what I think). Also, there is a hidden minus this card has. In order to deal some damage on the spot, you have to discard a card that maybe you would like to play on the following turn. After the 6th turn you would want to discard a land card so that you can sculpt your hand with spells and sadly, this card rewards you for discard high mana cost cards. I will play a lot of time but it does not seem efficiently costed.


Dragonshift

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/tv875mr9q7_EN.jpg

2.0. – It is nice finisher for slower decks if you have the time to build towards its Overload cost. Without overload it just feels as a giant growth effect which is just ok in limited. Sure, flying is relevant, but having it stay just for a Turn, and only on one creature  just doesn’t feel maindeckable. I will however try going for its ‘ultimate’, the same people have done with Teleportal in triple RTR limited.

Fluxcharger

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/kcow0qukpd_EN.jpg

3.0 – This boy right here is amazing. It might not be as good as Jelenn Sphinx but I will give it the same grade for its potential power and because it is a 4-drop. In an Izzet decks you will play at least 6-7 spells which can make your flyers a real threat that can finish the game pretty fast. Only time will tell how good he is but I value him at least at 2.5.


Goblin Test Pilot

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/5prumpmiw3_EN.jpg

0.5. – I know that this card has stirred up a lot of comments. It is both loved and hated by many of you. The random on the card kills its entire playability in either limited or constructed, just as it did with good ol’ Tibalt, the fiend blooded, but it surely created a lot of casual interest. I know I would not try this card in my deck because its unreliable and can’t even block or attack but some of you will try it and maybe even win because of it. I will give it a 0.5. because I will try it sometimes after sideboarding just to have a little fun but when I’ll try to play my best, I will definitely leave it rot in the sideboard.


Melek, Izzet Paragon

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/9tj1o1qqve_EN.jpg

2.0.    – This champion is hard to evaluate for limited. It will be an insane commander, that’s for sure, but in limited it just feels subpar. With at least 8-9 good removal or card drawing spells in my deck I will always maindeck him but I do not expect him to be amazing. Sometimes he might help me two for one but without Brainstorm in the format he will be just a 2/4 body for 6, the majority of time.


Nivix Cyclops

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/d262g2j3kf_EN.jpg

3.0.    – I am actually in love with this common. It feels like the best Izzet design in the Entire block. I know that this type of card has appeared a lot in previous sets but I feel the combo rush making me eager to play with it. If there were enough cantrips in the format for low costs, this you have been bonkers because it could have attacked for 10+ on turn 4-5 but as it is, since the format does not have many low costed good cantrips (thanks to good ol’ Snapcaster Mage), it will be a 7/4 at most. It is good to remember that it gets +3/+0 for each instant or sorcery spell you cast. Some people tend to forget that. Him and Frostburn Weird help the Izzet deck a lot and I will try them together as soon as possible (hopefully at the Prerelease where I’m going Izzet – even it is one of the worst guilds in the block, I will always love its flavour and its combo-ish possibilities)


Turn // Burn

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/t7karsiea6_EN.jpg

3.5.    – I may value it too high. This card is actually my favorite card in the entire block. It does seem pretty weak as a removal spell for 5 mana but it is much more versatile and greater than that. I really hope it will be a great constructed card since I love both its sides and when combined it feels like a Johnny’s festival. Remember that it can wreak two creatures in combat, it can kill a creature and burn for 2 your opponent, it can get rid of pesky creatures that have great abilities on them (such as Voice of Resurgence, Angel of Serenity) and it can save your big creatures from Selesnya Charm’s exile ability. I know people will eventually learn to play around it but it is such a versatile spell that I am inclined to give it 4.0. What do you guys think? Does it deserve a higher or lower grade? I know I might be too subjective on this one.

BLACK


Bane Alley Blackguard

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1.5. – I know that in GTC limited this card would have been at least a 2.0., but with DGM and the returning of selesnyan 3/3 centaurs, this card becomes unreliable. 3 toughness is not enough anymore to justify maindecking with ease, even for a vanilla. A 1 / 4 vanilla for 2 would be playable maindeck 80% of the time, though they’ve just pushed black toughness with this card to 3 on a three drop, thing that they do not usually do. I’m afraid a 1 / 4 vanilla for 2 would be white or blue at maximum.

Blood Scrivener

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2.5.-3.0? – This 2 drop is hard to evaluate. 2 drops are pretty great in general if they have at least 2 power and this one has the added bonus of drawing some cards in the late game. In limited it is pretty usual for games to go till players have topdeck battles. This card, for the measly cost of 1 life lets you win that battle through card advantage. It is also a good beater early on. I would draft it and play it mostly for its ability that if goes off can give crazy advantage. The only bad part I can see with this card late game is when you top deck 2 lands of it and you have to wait at least another turn to use its ability.

Crypt Incursion

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/g87ddb6wpe_EN.jpg

1.0.    – This is definitely a sideboard card for constructed purposes but it can come in against Golgari decks and can actually be good against some aggro decks, also.  I would never maindeck it though.

Fatal Fumes

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/vft67zaxk0_EN.jpg

2.5. – Good removal at 4 mana. It is better in combat where it can kill bigger threats and leave your guys on the battlefield but it is also an answer to guildmages and other low drops utility creatures.  Nothing spectacular about it but will be maindecked as often as possible. Also, it is very splashable.

Hired Torturer

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2.5. – It is a good 3 drop and it works well with the defender subtheme of the block. In a controlish build it can act as a finisher by sending 2 damage across the board every end of turn and in an aggro build it can also finish the opponent by hiting him for the last points of damage when all fuel is gone. Besides, it has such great flavour, making it the best top down design of the block. I am not sure if 2/3 body is good enough in a defensive strategy but it can at least trade with most guys from GTC.

Maze Abomination

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3.00– Nothing amazing about this guy. As we all know, deathtouch on big guys is pretty redundant but we have seen it before on cards like Grave Titan. Of course, Grave Titan wasn’t great because of the Deathtouch on it. This guy is great because it can give to smaller multicolor creatures deathtouch which is usually a headache for the opposing player. A 4/5 is just ok, not great for 6 mana card, but because it can trade with anything and make all your creatures tradable with anything is a high point for its playability.


Pontiff of Blight

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3.5.    - 4.0? – The best Orzhov card in DGM? I guess. It can be a house in an Orzhov-Selesnyan build where you could have at least 5-6 creatures on the board by turn 7. Combine that with a lot of mana and some cheap spells like Rootborn defenses or even the not so great Wake the Reflections and you can cheat your way out of the game by extorting all life from your opponent. Also, his body is pretty good against anything in the format except for flyers. The lifegain you get from extorting could very well be protection against 2/2 flyers.(I’m pushing it but seriously, he is great)


Rakdos Drake

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2.5. – A 2/3 flyer for 3 for an aggressive strategy? Don’t mind if I do. I know it can’t block but its purpose is to help extort and aggressive decks get there before the other player can cast his threats. There’s also the possibility of playing it as a 1 / 2 flyer that can block but at that point it means you are already losing.


Sinister Possesion

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2.0.    This is not Stab Wound. The fact that your opponent can choose if to lose life or not is a thing of punisher cards. You are giving your opponent a decision a thus letting him/her have what’s best for them. Therefore, I can see it played, but only in aggressive strategies and mainly because it can force your opponent to make bad decisions either way.


Ubul Sar Gatekeepers

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3.0.    – The black gatekeepers are, in my opinion the most high rewarding ones. It can be a 2/4 body that acts as removal, at common and for just 4 splashable mana. That is great. I know that it won’t always kill something but if you set it up nicely after the combat phase, it can kill walls and bigger threats.






DIMIR

Far // Away

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3.0 – Akin to Turn // Burn, this card is nuts in limited. Although it might not be a true 2 for one unless your opponent plays with tokens, it will definitely be a huge tempo swing, it will help you swing in with your ciphered dudes and can lead to immense blowouts end of turn or mid combat.(if, lets say, your opponents decided to bloodrush a creature that you decide to return to their hand or foce them sacrifice it)

Haunter of Nightveil

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2.5. – At 5 CMC its ability may be worth it but its body certainly isn’t. Well, if you are playing defensively, it might just make the cut. I would maindeck him most of the time but something just feels a bit off with this card.


Mirko Vosk, Mind Drinker

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3.5. – The Dimir disappointment for constructed  at least has a good chance of seeing play in limited where in 2-3 swings can end the game on its own. Of course, you have to keep your opponents flying creatures of the board but with enough removal and cards like Far // Away he can be the MVP of the deck.. I value it pretty high in DGM limited since the environment is much slower and this card can mill like nobody else.


Notion Thief

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1.5. – Would I maindeck him? I would, but not all the time. His only limited application might be that he ca be a removal spell for X/3 attacking creatures. He feels pretty subpar for a 3/1 at 4 CMC but at least he might make some waves in constructed play. At times he will be able to draw you card in limited but there’s always the chance to sideboard him in for that.


Pilfered Plans

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2.0.    – This sort of Divination I can dig. It basically can incidentally help all Dimir depedent on graveyard cards and it is also card advantage in its purest form. The fact that it can finish the opponent when 2 cards remain in his library is just a bonus. I will play it in Dimir decks all the time.


Reap Intellect

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0.5. – In limited it is just a discard spell, and actually a pretty bad one at that. Rakdos’s return is much better and it doubles as a finisher. I would not play this card unless I am facing some clunky deck full of 7-8 mana bombs.


Warped Physique

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2.5. – In limited it will be a decent removal spell. I expect it to hit for 3-4 early game and for 1-2 late game but there are some chances that it can hit for more, for example in a BUG shell where you draw a bunch of cards with Simic card drawing. In constructed I feel it might see a lot of play. It seems to fit right into Esper Control, if that remains a thing that matters.


Woodlot Crawler

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/dn33oewd23_EN.jpg

2,5. – There is a lot of protection from X(insert color) in this set and I am sure that this thing can be a beating against some decks but as a 2/1 for 2 with potential great upside it will be maindecked most of the time by Dimir based decks. Against any deck that runs forests it just reads 2/1 for 2 unblockable. That is something. The weird synergy on it is that once your opponents have cast a green creature, in mostly means they are playing forests, therefore this creature is unblockable by default so the protection only matters when blocking big green monsters that want to tear you apart.

GOLGARI:

Deadbridge Chant

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1.5. – This is a Johnny’s baby pet card. It can lead to some great stuff but for those that try to win it will just be a sideboard card that will not even be sideboarded in because of its high cost and the ‘random’ on it.


Down // Dirty

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1.0.    – It has a really great name but its stats can’t stand by it because it’s just a worse Mind Rot and possibly a Regrowth which is good but never great. The high cost on it makes it playable after sideboard as was Purge the Profane or Mental Agony.

Drown in Filth

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2.0.    – Crazy good artwork, name and flavor. Also, it is a decent removal spell that can kill a 2-3 toughness creature pretty easily. I know that in limited you are supposed to hit at least 2 land cards among the 4 on the top on average but if you play cards like Grisly Salvage with it, you can use it to a better effect.

Gaze of Granite

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3.5. – This thing is a nice reset button to have in DGM limited. Remember that with all 3 sets combined there are as few as 3 mass removal spells (Supreme Verdict, Merciless Eviction and Gaze of Granite). It’s always great to have the chance to wipe the entire board and gain yourself a little card advantage. The Gaze is actually worse than the other two because it will cost you more on average, to kill the threats on the board. For a 4 drop, a 5 drop and a 2 drop you will need to pay 5+BBG = 8 mana, but it can be better than the others If you play a 5 drop while the opponent only has lower drops and you clear the board.  The other permanent that it can hit, except for creatures, are less relevant because of how limited usually works with fewer non-creatures permanents but at this it can deal with pesky enchantments.


Korozda Gorgon

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3.0.    – So much flavor on this Gorgon. Her ability is actually great and it fits the best in a BUG deck with Simic and Golgari creatures that have counters or give counters. The colorless cost for the ability is also nice because you can actually just splash a color of its cost. For example you can play it with ease in a Simic Deck that splahes black for the Gorgon but does not have enough black to activate its ability multiple times in a turn. Also, in evolves others pretty easy.


Putrefy

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3.5. – Unconditional Removal is great. This is basically a Murder that can deal with Lotleth Troll when needed. There’s also a regeneration spell in DGM just for G if that ever becomes a thing in limited. Putrefy is solid removal that can deal with almost any creature on the battlefield and at particular times it can deal with an artifact that fixes mana such as the Keyrunes or the Cluestones.


Rot Farm Skeleton

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2.5. – Good recursive guy that is a throwback to the dredge mechanic and can come back and beat for as low as 4 mana and 4 cards from the top of your library. Against Dimir it actually speeds his game plan by milling yourself but against other strategies you will use its ability more often because it is just a good card that can put the pressure on the opponent.

Varolz, the Scar-Stripped

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3.5. – Varolz is pretty crazy in limited since he can avoid removal pretty easily and use all those dead creatures you have in the graveyard to buff himself or others. I would definitely pick him as high as first pick and use him to victory. He might even deserve a 4.0.



RED


Awe for the Guilds

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0.5. – Such a bad card that I don’t know where to start from. Now I know that at certain times, this will be a blowout, especially against Selesnya who likes to create a stalemate with mono-colored tokens but in all seriousness, even 1-2 good multicolored creatures can wreak your entire plan. Sideboard it wisely only against heavy mono-colored decks.

Clear a Path

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0.5. – Another Sideboard card from Red. I would never maindeck this card. I know that defender is a bigger subtheme of the block but it still does not justify maindecking such a card.

Maze Rusher

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2.5.– This one sits somewhere in the middle in the Maze cycle. Giving haste to multicolor is definitely interesting and powerful and itself is not to shabby, for a 6 power 6 mana card with Haste. I would play it more often than not.


Possibility Storm

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1.0. – A weird enchantment that can give both players a headache. Usually, cards with such a long text and a rare symbol do not have a great application in limited. It is the same with this one. You will try and cast a creature and you will end up with another one, at random. I would not go that route but I am sure some players will just want to have a lot of fun and play it in their decks.


Punish the Enemy

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2.5.    – Finally, a decent card in red. Five mana for 3 damage is not amazing but the fact that it hits both the player and a creature makes it more appealing. Being an instant is also huge since it can come as a surprise on the end of your opponent’s turn. Playable all the way, especially in a slower format.

Pyrewild Shaman

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3.5. – This guy is really amazing in Limited since it can come back again and again.  Dealing damage with a creature in limited is not so hard and the fact that you can bloodrush it over and over again gives it more power.

Riot Piker

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1.5. – A nice throwback to Goblin Piker. I know it is a 2 drop but the fact that it has to attack each turn makes it almost unplayable. You will lose this creature pretty fast in combat since it will die to almost any x/3 or x/4 one or two turns after you cast it. Too bad you can’t profit from its First strike by holding it back for blocking.

Rubblebelt Maaka

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/cgcqubotzx_EN.jpg

2.5. – Giant growth this is. Or how someone else said, Hill Giant Growth. You get a possible 3/3 for 4 body or just a bloodrush ability for just a R on activation. Slaughterhorn was a great card in GTC limited and I expect this one to be as great in DGM limited.


Smelt-Ward Gatekeepers

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2.5. – Red does not usually need 2/4 bodies for 4 but occasionally, when this guy can steal another creature and get in for some damage it will be worth it. It sits somewhere before the black, the white and the blue gatekeeper but definitely over the green one.

Weapon Surge

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1.5. – Decent combat trick that I will play from time to time.


BOROS:


Blaze Commando

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3.0.    – This is a power uncommon for Boros decks. There aren’t many spells that deal damage but if you do have creature removal that is damage based such as Mugging, this guy becomes a beast. For every damage dealt by Mugging or Explosive Impact you get to put 2 1/1 hasty creatures. His body is nothing to sneeze at either.

Boros Battleshaper

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3.0. – This Boros bomb has the ability to turn all combat in your favor. It takes out one of your opponent’s best creature and it keeps the one that’s too big to be blocked in check. All this while swinging with a 5/5 every turn. I know 7 mana is a lot for Boros but in a Slower format, even Boros needs something to play with in the late game.

Gleam of Battle

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2.0    – Another late drop for Boros. This does suggest that the format will be much slower so that even aggressive decks can cast 5,6 or 7 drops with ease. These late drops help fast guilds not losing once they get to the late game. This enchantment gives a huge bonus for attacking. Not amazing but definitely playable.


Legion’s Initiative

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2.0– 2.5.? – This will mostly be an anthem in limited for your red creatures but at a certain point it can turn into a saving act for your best creature/s. Not amazing with so few sweepers in the format but definitely a constructed card that has potential in aggro builds. I wouldn’t rate it too high in limited for not doing anything amazing except for maybe enabling some enter the battlefield effects repeat themselves.


Tajic, Blade of the Legion

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3.5. – This is the sort of card Boros needs in order to take over a board even in the late game. Making it a 7/7 is no joke and being indestructible means it can’t die in combat or to the most removal in the block. I’d go Boros if I open it p1p1.

Viashino Firstblade

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2.5. - Such a good 3 drop will definitely see play in limited. Although it’s very good only when it enters the battlefield it is nice that it can put the pressure on the opponent really early on and be a decent body in the late game.

Warleader’s Helix

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4.0.    – I respect removal of this high quality a lot. It is actually better than Lightning Helix in this format since it can deal with the so many X/4 creatures. The 8 life swing is amazing and can put you right ahead while being behind. This is a 1st pick for either Boros decks or decks that splash one of the Boros colors.

Wear // Tear

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0.5. –  This time, the split card is just a sideboard card but a very good one against good artifact and enchantments. I will play it after the sideboard against some of the enchantments in the format that can be very powerful such as Assemble the Legion or even Knightly Valor. Against Knighly Valor it can be great in mid-combat.


RAKDOS:

Carnage Gladiator

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3.0.    – This card dares you to block. It doesn’t really care, you will take some damage either way. By having the possibility to regenerate, it can attack repeatedly without caring if it is blocked by something that has 2 or greater power, therefore making your opponent lose life in combat. Imagine having 4-5 creatures and swinging with all in your opponent’s stalemate. It will assure hitting for at least 4-5 damage.

Exava, Rakdos Blood Witch

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3.5. – Exava is pretty much a good Rakdos 4 drop. Giving haste to all your unleashed creatures is huge and should swing the game in your direction. It also has First strike and a 4/4 body that can’t die that easily. I can’t imagine many situations where you would keep her as a 3/3 but that’s still an option.

Master of Cruelties

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4.0.    – He might not be amazing for its ability to make your opponent lose almost all his life in limited, but he will definitely be popular for having first strike and deathtouch on the same creature. It basically says that it can kill anything it touches before any harm can be done to him. I value him high for messing with the board while remaining untouched. I know that a removal spell can kill it but remember, it has 4 toughness which is perfect against most burn spells or  –x/-x spells.

Morgue Burst

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2.5-3.0?– Morgue Burst is actually a burn spell on a Disentomb and it can be pretty powerful in the late game. That’s why they’ve costed it at 6, the same as Blast of Genius, and made it a sorcery so that it will not be a very impactful card in DGM limited. Still, it will be played a lot.



Showstopper

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1.5. – I really don’t know how to rate this card. It might be unplayable. If it had hit the opponent it would have definitely been at least a 3.0. This way it is just a possible creature removal but that only when your in a bad spot or have some sacrifice outlet and you can gain another form of advantage. It is a nice top down design but I don’t see it played in limited.

Sire of Insanity

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3.5. – 6/4 for 6 in non-green colors makes it playable. The ability screams power in constructed but in limited, where you usually play from the top in the late game it is just ok from time to time. I’m sure that it will surprise a lot of players that hold sorcery removal spells such as Blast of Genius, or Instant removal spells with no mana up (like Explosive Impact), but it will not make such an impact as in constructed.

Spike Jester

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/ik6dq9s38p_EN.jpg

2.5. – 3/1 haste for 2 mana? Mark me impressed, and scared. This seems pushed so that it can see constructed play. I don’t like these types of creatures but they do appeal to a large number of persons and do give power to aggressive strategies. Even in limited it can be a scary card on the second turn of the game and even late game it can appear out of nowhere and threaten for lethal. If this format wouldn’t have been so slow, this thing would have been a beast. As it is, it will be good but not great.

Toil // Trouble

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2.5. - Sign in Blood has always been playable in limited and this time it will be even more playable for DGM has been announced as a slower format. The red split part is better in constructed but it can help finish off your opponent. By casting the fused card you can get in for at least 4 damage, and that’s if your opponent has nothing in hand. Versatility gives this card a 2.5. It is almost never a dead draw. It can replace itself and even draw you and extra card, all for 3 mana and 2 life.

Last edited by TudorGrigoroaia (2013-04-24 09:33:30)

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Re: [DGM] Dragon's Maze - Limited Review

THX big_smile

Re: [DGM] Dragon's Maze - Limited Review

Felicitari din nou pentru initiativa! Ca si data trecuta, am cateva remarci de facut...

Riot Control

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1.0.    – This is not Safe passage. The fact that it only prevents damage dealt to you makes it much worse. It is close to Druid’s Deliverance from Return to Ravnica but it is a bit more expensive and actually the life gain might not be as relevant as the populate on the Deliverance. I don’t think this card should be maindecked. It can be a sideboard card for slower decks, but I do not see it making the cut even there.

Eu cred ca e o carte foarte puternica. E buna si impotriva deckurilor rapide, si impotriva deckurilor lente, gen extort decks. E doar 3 mana, adversarul nu da damage, tu castigi 3-4 viata si e doar o comuna. Sigur merita mai mult de 1.0

Protect // Serve

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/ibc4yc0awn_EN.jpg

3.0.    – It’s modes are not amazing on their own but when fused it can act as a full removal spell at 5 mana. Nothing to write home about but it can do its job. With enough good blockers it can act as 2-removal spells similar to Turn // Burn but a much much weaker version.

Nu mi se pare deloc o carte de 3.0. De obicei o vei folosi pentru +2/+4, cealalta fiind irelevanta la +4 toughness. Vei reusi astfel probabil sa faci un combo dragut, sa iti salvezi o creatura si sa omori alta. Una peste alta, prea putin pentru o carte de 3.0!

Restore the Peace

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/ip4s7wcf1g_EN.jpg

3.0 – Aetherize this is not but for a cheaper cost it has almost the same effect if you can take the damage. It can be even better than Aetherize when you trigger it at the EOT and you are in a good position to take over the game. I would play this card in all Azorius based decks.

Nu imi place deloc cartea! Parca nu isi face treaba! Ma enerveaza la fel ca si bw -5/-5 sau cum era. Nu va fi niciodata mai buna decat aetherize deoarece ambele le poti da pe eot daca doresti, iar aetherize o poti folosi sa nu iei damage, iar 1 mana in plus nu stiu daca e mai ok decat restrictia pe alb...
Oricum, nu e o carte care sa ma faca sa joc culorile respective. Bine, daca is genul WU, atunci e alta treaba tongue

Debt to the Deathless

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/60zde0db36_EN.jpg

1.5.     – I am not sure how to rate this card. If the format is indeed super slow, it can be a great finisher when flooded with 8-9+ mana on the battlefield. With Keyrunes and Cluestones you can ramp yourself to use it for a better effect although it might just turn out to not be good in limited. It is a multiplayer card, and a good one at that, but I suppose it might lack what It needs to be good in limited.

Nici eu nu stiu ce sa zic de carte, imi place sigur mai mult decat tie, dar asta poate fi doar pentru ca sunt jucator de bw. Tot ce pot sa zic e ca poate deveni un finisher bun daca formatul e mai lent, dar m-as mira sa fie asa...

This is who i am!

Re: [DGM] Dragon's Maze - Limited Review

My bad la protect and Serve. Nota era 2.0 dar a modificat-o word-ul automat.
Oricum reiese din context ca nu e cine stie ce carte, doar mediocra.
Sa stii ca Aetherize nu functioneaza pe EOT. creaturile respective nu mai sunt socotite drept attacking.

Last edited by TudorGrigoroaia (2013-04-22 17:04:41)

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Re: [DGM] Dragon's Maze - Limited Review

Nu mai stiu exact momentul cand nu mai devin atacking, dar cred ca o poti folosi la fel, nu? my bad daca nu. oricum, ideea e ca prefer sa nu pierd viata decat sa pierd viata si sa dau cu 1 mana mai putin...

This is who i am!

Re: [DGM] Dragon's Maze - Limited Review

UPDATE la primul post!

BLUE - SIMIC - IZZET.

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Re: [DGM] Dragon's Maze - Limited Review

toranaga wrote:

Nu mai stiu exact momentul cand nu mai devin atacking, dar cred ca o poti folosi la fel, nu? my bad daca nu. oricum, ideea e ca prefer sa nu pierd viata decat sa pierd viata si sa dau cu 1 mana mai putin...

Creaturile care atac raman atacking creature inclusiv pana la end of combat step (asta fireste daca mai traiesc). Dupa aceea vine main phase 2 (obviously smile ), moment in care nu mai sunt "attacking".

511. End of Combat Step
511.1. First, all “at end of combat” abilities trigger and go on the stack. (See rule 603, “Handling
Triggered Abilities.”)
511.2. Second, the active player gets priority. Players may cast spells and activate abilities.
511.3. As soon as the end of combat step ends, all creatures and planeswalkers are removed from
combat.
After the end of combat step ends, the combat phase is over and the postcombat main phase
begins (see rule 505).

Last edited by fistyke (2013-04-23 12:35:33)

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Re: [DGM] Dragon's Maze - Limited Review

UPDATE la primul post!

BLACK - DIMIR - GOLGARI

http://pwp.wizards.com/3213663536/Scorecards/Landscape.png

Re: [DGM] Dragon's Maze - Limited Review

Update!

RED - BOROS - RAKDOS

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Re: [DGM] Dragon's Maze - Limited Review

TudorGrigoroaia wrote:

UPDATE la primul post!

BLACK - DIMIR - GOLGARI

Deci toţi ăştia care iau notiţe de la dl. Tudorakis ar trebui să pună mână de la mână şi să facă de-o ladă de bere.

Re: [DGM] Dragon's Maze - Limited Review

TudorGrigoroaia wrote:

Update!

RED - BOROS - RAKDOS
BLACK - DIMIR - GOLGARI

There it is!

Last edited by Kyrs (2013-04-24 09:48:31)

Re: [DGM] Dragon's Maze - Limited Review

TudorGrigoroaia wrote:

Blaze Commando

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/ifri0i8ikk_EN.jpg

3.0.    – This is a power uncommon for Boros decks. There aren’t many spells that deal damage but if you do have creature removal that is damage based such as Mugging, this guy becomes a beast. For every damage dealt by Mugging or Explosive Impact you get to put 2 1/1 hasty creatures. His body is nothing to sneeze at either.

You've misread the card. It gives you tokens every time you deal damage, not for every point of damage dealt.

http://pwp.wizards.com/5208063897/Scorecards/Landscape.png

Re: [DGM] Dragon's Maze - Limited Review

vikirosen wrote:
TudorGrigoroaia wrote:

Blaze Commando

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/ifri0i8ikk_EN.jpg

3.0.    – This is a power uncommon for Boros decks. There aren’t many spells that deal damage but if you do have creature removal that is damage based such as Mugging, this guy becomes a beast. For every damage dealt by Mugging or Explosive Impact you get to put 2 1/1 hasty creatures. His body is nothing to sneeze at either.

You've misread the card. It gives you tokens every time you deal damage, not for every point of damage dealt.


It puts "two 1/1 red and white Soldier" so for "every damage", in reference to chunks of damage, you do that.

http://pwp.wizards.com/5107146130/Scorecards/Landscape.png

Re: [DGM] Dragon's Maze - Limited Review

Rarres wrote:
TudorGrigoroaia wrote:

UPDATE la primul post!

BLACK - DIMIR - GOLGARI

Deci toţi ăştia care iau notiţe de la dl. Tudorakis ar trebui să pună mână de la mână şi să facă de-o ladă de bere.

..categoric! 2 thumbs up!

Re: [DGM] Dragon's Maze - Limited Review

TehAuthor wrote:
vikirosen wrote:
TudorGrigoroaia wrote:

Blaze Commando

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/ifri0i8ikk_EN.jpg

3.0.    – This is a power uncommon for Boros decks. There aren’t many spells that deal damage but if you do have creature removal that is damage based such as Mugging, this guy becomes a beast. For every damage dealt by Mugging or Explosive Impact you get to put 2 1/1 hasty creatures. His body is nothing to sneeze at either.

You've misread the card. It gives you tokens every time you deal damage, not for every point of damage dealt.


It puts "two 1/1 red and white Soldier" so for "every damage", in reference to chunks of damage, you do that.

And because of that, I wouldt use the word "every" with "damage" more cautiously.

http://pwp.wizards.com/5208063897/Scorecards/Landscape.png

Re: [DGM] Dragon's Maze - Limited Review

Din pacate nu mai pot adauga la primul post deoarece am depasit numarul de caractere disponibile/post.

Asta e ultimul post din Seria - Limited Review DGM.


GREEN

Battering Krasis

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/3bo69fwpy6_EN.jpg

2.0.-2.5?– Nice artwork, great evolver, not a a great evolve trigger. I would play it in any green based deck I play but I would be more happy with Shambleshark which for 1 mana less is almost the same creature. Trample is relevant in the late game and I can see situations where this will be a 4/3, even 5/4 but I’d still go for the Shambleshark between these 2.

Kraul Warrior

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/u76dbsnzmn_EN.jpg

2.0    – A bear is a bear. Be it any format a bear that can have a potential upside and has a cost that is not very mana intensive I would definitely not feel that bad with it in the deck. It’s ability isn’t something that you’ll use often but when you do, you’ll possibly end the game or trade with a X/5 creature which is not bad.

Maze Behemoth

h[img]ttp://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/63slwri6bh_EN.jpg[/img]

2.5 - 3.0.? - 5/4 for 6 with trample. Trample is a very powerful form of evasion. It does not have the obvious power of flying or unblockable but it is usually posted on big creatures that can take over quickly. This 5/4 is not something to be made fun of and the fact that it will give evasion to other possible monsters you have makes me give it a 3.0.


Mending Touch

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/6uk431besl_EN.jpg

1.0.    – Decent trick, not more to say. It will see play but it will be as good as Stave off was back in the day. I’d even rate it worse than Stave off since it cannot act as an evasion form but just as a ‘save target creature’. I personally, would not maindeck this ever.

Mutant’s Prey

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/fealmj3kge_EN.jpg

0.5 (normally)
2.0(Simic, Golgari)
- This card fluctuates in power a lot. In any non-simic, non-golgari deck is unplayable but if you put it in an aforedmentioned deck, it can be as good as Pit Fight. Of course, even in those decks I’d still take Pit Fight over this one, just because it can make non-evolved, non-scavenged creatures fight. It is a decent removal for the decks that need it and a totally dead card for other decks. Therefore, it should table a lot more than Pit Fight in drafts.

Phytoburst

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/r5p233ise8_EN.jpg

0.5 -1.0.? – This is such a bad common. If it would have been an instant and costed 2G it would have been a great adition to green decks. This way, it is very bad since a sorcery pumper let’s your opponent know your plan too well, not to play around it. I’m sure it can cause some hits when the coast is clear and your 2/2 can attack, but I would keep this thing in the sideboard all the time, if possible. Also, there are good bloodrush creatures that can be activated at instant speed and mess with combat.


Renegade Krasis

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/nvphclqgb6_EN.jpg

3.0. – This evolver is quite nice. 3 power for 3 mana is already a good start. Combine that with evolve and another ability which can be amazing in Simic or Golgari decks in limited and you’ve got yourself a superstar. This can even be a 3.5 in the right deck, just sayin’…

Saruli Gatekeepers

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/lr7wuf741i_EN.jpg

2.0.    – The body is what this creatures brings as its most important stats. It can gain you occasionally 7 life, which is not something bad at all, but when compared with the other bodies that gain you card advantage, I wouldn’t call [img]Heroes Reunion[/img] an actual card. It is more like half a card. I wouldn’t dismiss this in a 5-color control deck that is base green and tries to stabilize and take over with monsters. There, it will surely gain you 7 life since you’ll be playing a lot of guildgates and it can act as a survival method to get to the fatties. Then he might be a 2.5.


Skylasher

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/4eiaad6r8k_EN.jpg

2.5.-3.0? – This bear is not a joke. Against any blue based deck it can block indefinitely and cannot be the target of blue magic. I would play it in any green deck, just for the chance to surprise a blue player with this blocker, but it is fine on its own as a 2/2 for 1G with reach and flash. Not sure if it deserves to go to 3.5, but I can see it being a 3.0 most of the time, even in a slower format.

Thrashing Mossdog

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/lxn53va7bw_EN.jpg

2.5. – 3.0 – Again, another creature with reach, that has added value as the game goes long, I’m not sure if this fits at 3.0, it might be more a 2.5, but it can be good on offense and defense so I’ll surely try it in my green decks.

GRUUL

Armed // Dangerous


http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/2qjm9shfa2_EN.jpg

3.0.– 3.5?– The dangerous part is where its power lies. It basically says that you can allure on creatures on the other side to block your 1/1 while you go for the victory. If you can fuse it, you can give your 4/5 deathtouch a +1/+1 and first strike, and clear your opponent’s board. Of course, that is the ideal case, but mostly you will be able to make favorable trade. I can be a 3.5. since it does not come in the form of a creature so that the opponent expects it and plays around it, like with Prized Unicorn.


Feral Animist

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/1dtibe306t_EN.jpg

3.0    – I don’t think this guy should be underestimated. He is a good beater and left unblocked with 6 mana open means that it can hit for 8 on its own. It requires blocking almost immediately, and with bloodrushers in the format he can be a much bigger surprise, than usually. I’d actually pick him pretty high if I planned on going Gruul.


Gruul War Chant

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/mvzaplfe6v_EN.jpg

3.5. – Giving +1/+0 to your attackers is not amazing but making them be blocked by 2 or more creatures is a lot of power. On a 4 mana enchantment, this effect should normally stick for a long part of the game and could help you win out of nowhere. Imagine that you have 4 creatures on the board, your opponent has also 4 creatures and you have a bloodrusher in hand that can seal the deal on the game. With this enchantment out, you can basically get through with 2 of you 4 guys and even if one eats removal, you will still have the other one to bloodrush something on it. I’m not saying it will usually win you the game, but at least most of the time it will do so.

Ruric Thar, the Unbowed

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/0hkjpk3jr5_EN.jpg

3.5 - 4.0.?    – If this ain’t a bomb, I’m not sure what is. There might not be a lot of noncreature spells cast in limited but even 1-2 spells cast can be ridiculous with this guy out. Taking 6 out of nowhere is pretty crazy and trying to block him with creatures can be the only way to get rid of it. It can’t be a 4.5., just because he has to attack each turn and I’m sure that your opponent will gladly trade 2 or even 3 guys for this to die. You cannot actually control how much he stands on the battlefield, except for when you have some bloodrushers. This combination can win you many games.


Savageborn Hydra

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/jrrr2hi1m7_EN.jpg

4.0    – Another bomby creature. This can come in at any time, as soon as turn 3, and can grow even after it was cast. Imagine making it huge in the late game and then giving it trample with any bloodrush/spell. It says ‘removal or die’. Blocking this can be really really hard.


Scab-Clan Giant

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/rmso7fmh6c_EN.jpg

3.0.-3.5?– Why do you choose at random, bro? Again, random is bad in limited. Even worse than in constructed. Still, it says that it fights target random creature an opponent controls which means that most of the time it will get rid of something on the other side. It has 5 toughness which can resist through a lot and it can get rid of many creatures with its 4 power.

Zhur-Taa Ancient

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/3lxjuhyxti_EN.jpg

3.5. – What a beast. For 5 you get 7 power. That’s actually really nice in limited. Its second ability won’t hurt you as much as in constructed. Getting flooded or having access to a lot of mana in limited isn’t something many decks can take advantage of.  Unless they run the Orzhov card that has XWWBB as its cost, you are almost safe from any crazy spell (well, except mythics like Aurelia’s Fury, Rakdos’s Return or even Sphinx’s Revelation). Also, you can bring your own toys to play, like Clan Defiance.

Zhur-Taa Druid

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/q4ogyc0vq0_EN.jpg

3.0    – Ramping in limited with creatures has always been nice and this one has the added value of not being a dead card in the late game. It can ping your opponent pretty hard, and all that while giving you more mana to play with.


SELESNYA:

Advent of the Wurm

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/0g0viseo9e_EN.jpg

3.5.-4.0? – There’s not a lot to say about this card. What it does, is amazing from limited point of view. With a few populaters in the deck this can end the game quickly. Running this at the end of the 4th turn and Eyes in the skies or Rootborn Defenses in response to removal on the subsequent turn it won’t be something rarely met when playing this card. It is pretty close to a game-winning bomb. All you need are some populate spells that you will already be playing in your Selesnya deck. The only bad thing about it that I can see is the mana cost which is a bit restrictive, not much.



Alive // Well

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/xcwonv3i70_EN.jpg

3.0– The Well part will gain you a lot of life in Selesnyan build but the Alive part is the one I am more eager to talk about. Giving you something good to populate on the next turn is great and it will see a lot of play in limited. Add in the possible lifegain and it is an awesome card, limitedwise.

Armored Wolf-Rider

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/40b46ko8z4_EN.jpg

2.5. – 3.0? – I can see there are a good number of cards for Selesnya. They follow the trend from RTR and they do not disappoint. While Emara might be the most boring Selesnya card, This vanilla dude is also kinda boring. It is a good body and will see play as a consequence but I am not very fond of him in a Selesnya deck. He does not help with the theme at all.

Bronzebeak Moa

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/46e40la1so_EN.jpg

3.0    – Great bird for the Selesnyan’s. With the populate mechanic even at instant speed, the bird can grow mid-combat and kill almost anything in sight. I feel it will even be worthy of a 3.5 mark once I play with/against it. I’m giving it a 3.0 for now just because it does not help with populating, it is actually helped by populating.

Emmara Tandris

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/6piyw9v1cz_EN.jpg

2.5 (normally)
4.5(with enough tokens & populate effects) – What an amazing card! Well, not quite. It does have a lot of power in Limited, even though seeing this delicate lady at 5/7 still bugs me. With just a bunch of tokens out, it reads tokens are indestructible in combat. Well, isn’t that nice. Also, good luck using your explosive impact on my 5/5 wurm with trample. No, seriously, she is amazing in token strategies. She may deserve a 4.5 there but what happens if the populate machine does not work efficiently? You play your 5/7 girl on turn 7 and expect to build your army from there? She is hard to evaluate just because she does not make a good splash and because she can be bad even in Selesnya from time to time. I guess I’ll always maindeck it with enough populate in my deck.

Trostani’s Summoner

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/umkvddtl19_EN.jpg

3.5 – 4.0?

This card gives a lot of toys. A 1/1 for 7 will clearly come with a lot of power unless  it’s that Morph dude that costs 8 and is a 1/1.  This card puts a 2/2 with vigilance, a 3/3 centaur and a 4/4 with trample along with the 1/1 body. What’s not to like about it? The lack of cloudshift and restoration angels in the set, that’s what. Well, we still have populate, and actually a lot of good populate spells which will see play in DGM limited. Expect this guy to be played and actually be the cause of many victories. What a great 1/1 to have.


Unflinching Courage

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/nk2gldi7jl_EN.jpg

3.0– I’m giving a lot of good grades to these Selesnyan cards. Not sure if I’m being to generous or this guild is actually so good. I fail to see bad cards in this guild and it scares me since I’m not going Selesnya at the Prerelease and I don’t plan on switching to it. Given that it was the best guild in RTR and now makes a comeback with other awesome cards, I think it will win a lot of limited events in the upcoming months. Even this ‘reprinted’ enchantment (Armadillo Cloak) will cause a lot of pain to opponents because of its amazing power boost for just 3 mana. It breaks aggro in 2 and it can also be very good against controlish strategies. Good job Wizards, you’ve decided who won the Maze, and that by giving a lot of power to one guild. And the best is yet to come. With only one card left to discuss in Selesnya, how much power can that have on it? Well…a lot.


Voice of Resurgence

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/u1gpj8j2ko_EN.jpg

3.5. – In limited it is a bear with a small upside. It will usually lead to leave a creature on the board after it dies. That’s about it. In constructed it will tear the format if flash decks can’t do their thing. But since we’re talking about limited, I have to say that even as a 2/2 that leaves behind a creature with power and toughness equal to the number of creatures you control it can cause a lot of problems. In Selesnya decks you usually build towards a stalemate. Therefore, you might have at least 5-6 creatures by the turn this dude dies. Well a 2 mana spell that pooped a 5-6 power one is amazing. I’m not even going to mention a few mistakes from your opponents that will give you free creature tokens out of nowhere, by playing instant speed stuff on your turn. And with such few mass removal spells in the format, Selesnya will gladly take over. Well, it can be dealt with, but only if the opponent can deal fast with those early tokens on the board. That’s why I think it is ok to waste a good removal spell on a 3/3 centaur.


CLUESTONES:

I’d rate them all at 2.0 since they are gonna see play but no one will love to have them. They are necessary color fixers and ramp. I personally love drawing cards when I’m being flooded with lands and there’s no more need for the artifact fixer. I know that many like the Keyrunes more for they’re creature turning abilities but I personally prefer the card drawing.


GOLD SPLITS:

Beck // Call

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/cefwifn165_EN.jpg

3.0 – Awesome enabler for combo elves in modern, sweet card in limited as well but mostly when fused. Making 4 birds and drawing 4 for 8 mana is pretty decent in limited. I would play most of the time since those colors already tend to go for the mid-long game. The Beck side on its own is not so great in limited, for clear reasons. You cannot go off with it and no other combo pieces.



Ready // Willing

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/b591dtngk0_EN.jpg

3.0 – This gold split is also pretty awesome for making your army either indestructible, or giving them lifelink and deathtouch, but when you combine these two you get vault of the archangel + indestructibility on only one card. This can be a blowout in limited but I am sure people will learn to play around it after a few weeks. It is just as Aetherize, good when people less expect it. This one is a rare and it won’t come that often.



Breaking // Entering

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/9cm1zsr8oc_EN.jpg

3.0 -3.5.? – If  I would open this in pack 1 I would definitely try pushing GRIXIS mill. It sounds like an awesome archetype that uses black and red cards mostly for removal and some of the blue and black cards for milling. This card has immense potential with Breaking being a serious milling machine in limited getting rid of basically 1 / 4 of your opponent’s deck (since after drawing 7 he will still have 33 in his library), and it can take his bomb if it’s in his graveyard and use it as a blocker or even as an attacker as it comes on the battlefield because it has haste. I would play both sides of the card. I wasn’t that happy to have a Mind Sculpt in M13 limited but I believe that milling is more viable in a slower format like DGR is supposed to be. I actually can’t wait to try it out. There are also so nice mill cards in RTR waiting to be played for quite a while.

Catch // Release

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/18ljrnznba_EN.jpg

2.0 – for 3 mana, Catch Is definitely good and it will probably make more waves in constructed since in limited it will mostly steal creatures, as Act of Treason does. At 9 mana you can cast the fuse card in order to get rid of the stolen creature and some other creature on your opponent’s board. I am not that thrilled playing this card at its fused card, mostly because the effect isn’t something that I feel should cost 9. At 7 in total it should have been decent enough. It remains mostly an Act of Treason in limited, that’s for sure.

Flesh // Blood

http://media.wizards.com/images/magic/tcg/products/dgm/tiwoirwiixix/9a1h7ek4r4_EN.jpg

3.0 – I really like the Blood part on the card. It is a much better ability than Fight and can even hit the player. It is versatile and it only costs 2. By using the Flesh part you can Scavenge non-scavengeable creatures from your graveyard or from your opponent’s graveyard which means you will get to choose the biggest monster in a graveyard and put all its power onto one of your creatures. These two effects combined can be really threating and can even hit the opponent himself for 7-8+ damage and leave you with a huge body in play. The only bad part, and pretty important one is that a single instant removal spell from your opponent can mess with your entire effect. Just be careful when you cast this for the coast to be clear. You don’t want your entire plan to foil to a Grisly Spectacle or other good instant removal.

Last edited by TudorGrigoroaia (2013-04-24 15:32:41)

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Re: [DGM] Dragon's Maze - Limited Review

I just stopped reading. Period. First of all, you're not sticking to the grading system you selected (I'm not going to detail why, just look at the cards you gave 2 grades to and you will see). Secondly, you give unclear explanations, mix up terms, straight out fumble in some cases, and above all else, your post is FULL of typos and grammar mistakes. Lastly, the style is so boring, since most of the time you just say what the card does, as if the rest of us couldn't read. The initiative is nice, but that's pretty much the only commendable thing.

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Re: [DGM] Dragon's Maze - Limited Review

vikirosen wrote:

I just stopped reading. Period. First of all, you're not sticking to the grading system you selected (I'm not going to detail why, just look at the cards you gave 2 grades to and you will see). Secondly, you give unclear explanations, mix up terms, straight out fumble in some cases, and above all else, your post is FULL of typos and grammar mistakes. Lastly, the style is so boring, since most of the time you just say what the card does, as if the rest of us couldn't read. The initiative is nice, but that's pretty much the only commendable thing.

Sorry for my bad english mr. knowitall. You are just being an Ass, as usual, but that's fine. it's hard to stick to what the grades say when you have to grade 156 and you want to do that fast. Also, this might be full of grammar mistakes but that's not the point of the article. And some reviews are boring but you should have read the originals (from Lsv, conley). They're the same style. Just their opinion on cards as they see them. Research is not needed when you do this. And you said that you cand read the cards. Try reading Blaze Commando again. It seems you need help with reading some cards.
This is clearly intended for those who have not played a lot of limited before and need an assessment on some effects.

Last edited by TudorGrigoroaia (2013-04-24 17:21:11)

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Re: [DGM] Dragon's Maze - Limited Review

vikirosen wrote:

I just stopped reading. Period. First of all, you're not sticking to the grading system you selected (I'm not going to detail why, just look at the cards you gave 2 grades to and you will see). Secondly, you give unclear explanations, mix up terms, straight out fumble in some cases, and above all else, your post is FULL of typos and grammar mistakes. Lastly, the style is so boring, since most of the time you just say what the card does, as if the rest of us couldn't read. The initiative is nice, but that's pretty much the only commendable thing.

..pathetic comment. period.

Re: [DGM] Dragon's Maze - Limited Review

Are there no comments on the Planeswalker dude?

Re: [DGM] Dragon's Maze - Limited Review

sandorgabor86 wrote:

Are there no comments on the Planeswalker dude?

5.0

Re: [DGM] Dragon's Maze - Limited Review

Bogdish wrote:
sandorgabor86 wrote:

Are there no comments on the Planeswalker dude?

5.0

+1

Re: [DGM] Dragon's Maze - Limited Review

sandorgabor86 wrote:

Are there no comments on the Planeswalker dude?

Ral Zarek

http://cdn2-b.examiner.com/sites/default/files/styles/image_content_width/hash/54/d6/54d686ff049ca755bb1464cb450fbe5f.jpg?itok=ltDg87mS

4.5 - Planeswalkers have always been above 4.0(except Tibalt, but that's another story). Why is that, you ask? Well, since in Limited it is pretty hard to deal with them on an even board or even when you're slightly behind, players will always squeeze them in their 23 played card, even if it's in different colors. Ral Zarek actually makes a good splash for decks that play either blue or red(because he is not intensive on one color - 2UU, or 2RR) and he will usually be played for the ability toLightning Bolt repeatedly. Reusable removal is very powerful in limited and because it can to go to the face it makes it even more powerful. I'd normally play with -2 first, then use his +1 for holding up a blocker or something, and then repeat. The more -2's you can get out of him, the better. His +1 is almost irrelevant in limited, except for giving your creatures pseudo-vigilance by untapping them after the attack phase. Getting to the ultimate sounds pretty nice but I would stick to the -2's as often as possible.
I only give him 4.5 because his +1 is not good enough to make it 5.0 (for example Gideon Jura was a definite 5.0 - he protected you against lethal attacks, he could kill things and help you win the game very fast by attacking)

Last edited by TudorGrigoroaia (2013-04-25 10:48:46)

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Re: [DGM] Dragon's Maze - Limited Review

Very nice post.

In limited the commons/uncommons are what make the game, yet I will adress some of the rares/mithics of the set.

Jelenn Sphinx - 4.0 flying, 1/5 flying vigilance, other attacking creatures get +1/1. it is that good, i would spalsh one of its colors for this card.
Blood Baron of Vizkopa - 4.5/5.0 - lifelink + protection.
Debt to the Deathless - think fireball with a +.
Teysa, Envoy of Ghosts - 4.5/5.0 - vigilance + protection.
Tithe Drinker - 3.5
Pontiff of Blight - 4 - yes, it is that good, but it does need a ton of manna.
Mirko Vosk, Mind Drinker - 5.0.
Deadbridge Chant - 4/5?? the biggest drawback of this card is the self-mill for 10; otherwise its pure value. an extra card or creature each turn is no small matter.
Exava, Rakdos Blood Witch - 4.0/4.5 - 4/4 first striker for 4 that hits the same turn you play it.
Spike Jester - 3.0/3.5 - impressed and scared.
Skylasher - 4.0 - flash+reach+protection, 1G. will always play it.
Voice of Resurgence - 4.5 - I would attack with it just so you block and kill it so i can get the token and populate.

Last edited by benczi (2013-04-25 12:18:10)

Re: [DGM] Dragon's Maze - Limited Review

benczi wrote:

Very nice post.

In limited the commons/uncommons are what make the game, yet I will adress some of the rares/mithics of the set.

Jelenn Sphinx - 4.0 flying, 1/5 flying vigilance, other attacking creatures get +1/1. it is that good, i would spalsh one of its colors for this card.
Blood Baron of Vizkopa - 4.5/5.0 - lifelink + protection.
Debt to the Deathless - think fireball with a +.
Teysa, Envoy of Ghosts - 4.5/5.0 - lifelink + protection.
Tithe Drinker - 3.5
Pontiff of Blight - 4 - yes, it is that good, but it does need a ton of manna.
Mirko Vosk, Mind Drinker - 5.0.
Deadbridge Chant - 4/5?? the biggest drawback of this card is the self-mill for 10; otherwise its pure value. an extra card or creature each turn is no small matter.
Exava, Rakdos Blood Witch - 4.0/4.5 - 4/4 first striker for 4 that hits the same turn you play it.
Spike Jester - 3.0/3.5 - impressed and scared.
Skylasher - 4.0 - flash+reach+protection, 1G. will always play it.
Voice of Resurgence - 4.5 - I would attack with it just so you block and kill it so i can get the token and populate.

You're giving high grades too easy.
Jelenn Sphinx is an Uncommon, not worth 4.0 since without other creatures is just a wall that ping for 1(there's already an 0/4 in RTR that does that).
Tithe Drinker is good but not 3.5 for a common that has a restrictive cost and dies to pingers. It will be pretty hard to play Orzhov with extort in the new format, be it Sealed or Draft. The pool has too little extort as a whole.
Mirko is not that awesome. He can mill for 4 but the format has enough flyers or reach guys to keep him from attacking and I'm not sure Milling is viable. Since it's a slow format it might be more than in GTC but not sure if it's that much viable. Plus, he has to get in with damage which, as I said before, it is pretty hard, not even mentioning the large array of removal that can kill it. Even stab wound makes it a 0/2 that does not mill anymore.
Spike Jester is good but not in a slow format. Here we will be just ok.
Skylasher you will always play it but never feel like it is worth 4.0. Against blue decks it is fantastic, against others mostly just a 2/2 for 2.
Voice is good with populate but let's not get ahead of ourselves. How much populate have you seen in DGM? Not that much and not good one on commons or uncommons. Only RTR populaters in a Draft or Sealed won't be enough. I suggest taking this into account, not only the best possible situations. That's why all these card lack what they need to pass 4.0 barrier.
Debt to the Deathless is pretty mediocre just because it costs minimum 5 just to get going, but you will never be amazed by it at 5 mana. You will want to play it for 9-10 to be really effective and you can't compare it to Fireball since it does not deal with creatures. Not to mention that Fireball can deal with multiple creatures.

On Blood Baron of Vizkopa you might be right about the 4.5. He is a beast with double protection and lifelink. The extra words on it are just for casual fun mostly.

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