Monday, April 8, 2013

Dragon's Maze Spoilers Review!

It's that time of the year again folks. SPOILER SEASON! Here I'm going to review the lovely spoilers the kind folks at Wizard's put out for us! Here we go! 

The Maze
Here we have Maze's End, one of the new mythic rares. It's a land card with a win condition so fun stuff. It would work best in a 5 color deck with a lot of mana/gate fishing in it. Otherwise it's a kind of pointless card. But go for the win condition and BOOM! Victory.

Champions Ahoy!
Here we have the Gruul champion of the maze. We know that the 10 new intro decks will have the champions as the foil rares so this one should be pretty common.  This guy here, Ruric Thar, is quite the nasty guy.  He attacks each turn if able, which is great if you can bulk him up. Plus he has vigilance and reach so fun stuff kids. Also, his second ability takes care of those nasty spell decks like Izzet. So if you can get him out on turn 6 against a spell deck, you win.
Speaking of Izzet, here's Melek, the Izzet maze champion. He's going to be a great addition to any Izzet deck. Heck, I plan on getting the Izzet intro just for this guy. Get him out on turn 6 and you're playing cards like instants left and right. Plus when you play an actual instant or sorcery, you can copy it. So BAM. Victory is yours.

The Ral-Man Cometh
And here he is. Ral Zarek. The newest planeswalker. And I want him so much. Look at his abilities!

+1: Tap target permanent, then untap another target permanent.
-2: Ral Zarek deals 3 damage to target creature or player.
-7: Flip 5 coins. Take an extra turn after this one for each coin that comes up heads.

His plus 1 is great if you have some creatures to swing in with and you need to get rid of some blockers, but also works for tapping effects. His minus 2? Great for killing of low toughness creatures or dwindling down your opponent's health. And DO YOU SEE THE -7????  Five coins could mean 5 heads which means 5 extra turns. Five. Win baby win.

Fusion Time
 Look! New mechanic! Fuse takes the double cards we know and love and allows you to cast one or both halves! Which is awesome. I included Wear/Tear and Toil/Trouble above. Both are a single guild card. Wear/Tear is great because you can take out those pesky artifacts and enchantments in a single card. Toil/Trouble is great for torturing your opponents with your already torturous Radkos deck. But check this out:
 Beck/Call. A Simic and Azorius card. Could this be a hint at the new guild pairings? Or is this just a great combo for a 3 color deck? Looks great for a GWU deck. Throw some populate and BOOM! Cards and birds!

I can't wait to review the set as a whole soon! Keep an eye out for it!

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