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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
1.5. – Decent combat trick that I will play from time to time.
BOROS:
Blaze Commando
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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)