Dragon's Maze, An Introduction
We have returned to Ravnica, and soon after the gates were crashed, and now I know that I speak for many of my fellow Planeswalkers when I say that I will gladly take my magical talents into the Dragon’s Maze.
Of course I am speaking of the 156-card new release set from Magic: the Gathering, Dragon’s Maze. Now all ten of the guilds are in on the action and ready to out-duel one another to the center of the maze and claim victory. Old cards have been reintroduced with a slight twist, lands have suddenly become not so basic, and player’s decks will now more than likely feature more than two colors. So let’s acquaint ourselves with some of the new additions in Dragon’s Maze.
First and foremost, I have to give credit to the artists for the amazing images on these new cards. I have always been impressed with the artwork on Magic cards, and the new Dragon’s Maze set continues with that trend. For example, Trostani’s Summoner looks wonderfully vibrant, while Varolz the Scar-Striped looks absolutely wicked. These are just a couple of my favorite cards amongst the impressively illustrated new set.
The split cards are back in Dragon’s Maze, but this time they come equipped with a Fuse ability. This ability allows a player to pay for one half of the card’s spell affect, or pay the entire cost of both spells and dispense the effects as they see fit. It’s basically like having an extra card in your hand, and the spells on the split cards complement each other well in terms of cooperative effectiveness. Like Beck/Call for example; one half allows you to draw a card when a creature enters the battlefield under your control during that turn, while the other half puts four bird tokens onto the battlefield. I have faith in the Magic community to understand what a combined casting of this would mean.
Another exciting new feature that is a first for the Magic series is there will no longer be basic land cards within the booster packs for this particular set. Gate cards are the featured lands in Dragon’s Maze, and replace the old basic land card that was a staple in boosters of the past. No longer will I be excited for only 14 cards in my 15 card booster pack, knowing that the basic land will likely be filling one of those precious slots. I will now maintain excitement as I sift through my new cards all the way to the gate card, which offers two land types as opposed to one. Although the gate cards are not a new feature, being included in every booster will ensure they appear more often. I anticipate this will mean much more versatile decks amongst players. This goes without mentioning the possibility of obtaining the Mythic Rare card Maze’s End that offers a new way to beat your opponent other than damage or library drain.
Planeswalker Ral Zarek from the Izzet guild is featured in this new set, and each guild has a champion that wields devastating abilities, although they are called Maze Runners for this endeavor. So let the games begin, and the strategies formulate, as you choose a guild to battle your way through opponents and claim your rights to victory at the center of the Dragon’s Maze. May the best guild prevail!