Welcome back to the second part of my EDH // Commander review of Dragon’s Maze. The first installment can be found here. I found such a plethora of interesting cards that it was necessary to split it into two offerings so you wouldn’t get information overload. Like I mentioned before the amount of powerful multicolored cards has helped to make this set very friendly to EDH players and there is most definitely something to pique your interest. So without further ado here is the rest of the best…
Ral Zarek – this guy is screaming at me to be paired up with Krark’s Thumb in a coin flip deck. Since there is still some randomness with him your opponents should only be mildly annoyed with you for taking 5 more turns.
Master of Cruelties – an obvious include in a Kaalia deck as an instawin if both are able to get through unblocked. He is also able to combo with Ninjutsu creatures like Skullsnatcher or Walker of Secret Ways, you just use Ninjutsu after his ability is triggered.
Possibility Storm – I can see this offbeat enchantment as another annoying tool in a Norin deck. If you embrace these types of random effects then you can definitely have fun with it. Could be built around to some extent which would require some very creative deckbuilding.
Blood Baron of Vizkopa – not only is he from a great tribe but his protection can be very relevant as well. Obviously he’s at his best when one of your opponents is 10 life or less, hello Sorin Markov, and remember that nothing is forcing you to attack that particular opponent.
Notion Thief – I’m dreaming about some sort of Donate deck that runs him and Consecrated Sphinx for instant death. Just give away the Thief while you have a Sphinx in play and draw a card. Since the ability is not a may your opponent will be forced to draw which will trigger Sphinx again forcing him to draw which will trigger Sphinx again forcing him to draw…you get the point.
Debt to the Deathless – this one is just blatantly obvious especially if you are already running Crypt Ghast and Nirkana Revenant to ensure an amount of X that’s sure to close games very quickly in your favor.
Renounce the Guilds – this excites me very much for mono-white aggro builds like in an Isamaru deck where you won’t take any splash damage. I like that it hits permanents instead of specific types and should be able to get something from everyone that way.
Deputy of Acquittals – seems like there’s definitely a way to abuse his ability with Riptide Labratory to gain infinite amounts of extra value out of from bouncing your non-wizards with into play or leaves play (but not to the grave) abilities.
Voice of Resurgence – this card when pushed into a Doubling Season deck with a ton of token creatures will single-handedly push a game from ridiculous to insane. Also can have similar effect if you can stick him to a Mimic Vat popping his tokens each turn.
Korozda Gorgon – repeatable removal which definitely wants to be in a Doubling Season shell. Should be able to slip into a Ghave deck which is almost certain to have all the counters you need to use him to the fullest.
Zhur-Taa Druid – WOW !!! A mana dude with the added benefit of pinging all of your opponents. Sure one little point isn’t all that much but if you add Grafted Exoskeleton or even Phyresis then this little guy can end games even quicker just on his own.
Maw of the Obzedat – could probably find a spot in a junk tokens deck to use some of those small guys to pump up the team. Easily eats blocked creatures to push extra damage through with the rest of the assault. The kind of card that makes blocking miserable and leaves them asking if there’s any way to block where they won’t die.
Ready // Willing – this is just an absolute blowout. Not only are you going to thwart an attack with surprise blockers, not only are you going to gain a bunch of life instead of possibly dying but indestructible deathtouchers to sweep the army of your opponent is priceless. A must include in every junk deck.
Catch // Release – there is so much value gained with this card that I would find room for it in Ruhan. Obviously you’re able to deal with the most problematic permanent, as long as it’s not protected, but you can also work around it with cards like Flagstones of Trokair, Hostility, Mycosynth Wellspring, Hatching Plans or Reveillark. Just be sure you’re ready for a backlash since this will not make people very happy.
Breaking // Entering – I can see this in Sedris with value gained from both halves, fill your grave with unearthables and reanimate the biggest card in any graveyard. You might find a slot in Thraximundar but mostly for the Entering half.
Pontiff of Blight – I can totally see this guy as a top end bomb with some zombie hordes. Giving extort to all of your creatures will tend to end games rather quickly in your favor but also put the bulls eye squarely on you and him.
Blood Scrivener – has two relevant types with zombie and wizard, although I’d imagine in a wizards shell you’d be in trouble if his ability was triggering. Ends up very powerful in a low curve aggro deck that tries to empty its hand every turn.
Wear // Tear – not the most powerful spell but very versatile and will always have bothersome targets to take care of.
So there you have it, another amazing release with tons of great possibilities. Were there any cards that you think I missed? What cards have you been adding into your decks or what new deck ideas have sparked from the Dragon’s Maze? Don’t hesitate to tweet me about it, I love to talk magic and I’m sure there’s some new ideas that I can learn from. Also, feel free to email me your decklists and I’m sure to enjoy reading about your new found synergies. Thanks again and see you next time.
– Eric J Seltzer
@ejseltzer on twitter