Happy Monday MTG peeps,
A happy Monday indeed as Magic: the Gathering players now have the entire list of the latest card set, Dragon's Maze. Today on the mothersite, the remaning cards were loaded up on the Dragon's Maze Visual Spoiler page. All 156 Dragon's Maze cards have now also been posted on MTG Mint Card as well which means we can finalise our pre-orders. We've already got our name on a list for the prerelease at OMG! Games here in Barrie, Ontario and we suggest you talk to your local games store for arrangements. For today's post, we want to provide a summary of the Dragon's Maze (FAQ) Frequently Asked Questions document. Drop by the mothersite for the full document.
The Dragon's Maze set contains 156 cards (70 common, 40 uncommon, 35 rare, and 11 mythic rare). In lieu of a basic land card, each Dragon's Maze booster pack has a nonbasic land card, which can be one of the ten Dragon's Maze Guildgates, one of the ten Return to Ravnica or Gatecrash dual lands with basic land types, or the mythic rare Dragon's Maze card Maze's End.
Prerelease events: April 27–28, 2013
Launch Weekend: May 3–5, 2013
Game Day: May 25–26, 2013
Shocklands - All ten 'shocklands' from Return to Ravnica and Gatecrash are included within Dragon's Maze but are printed with thier original set symbol and are not considered reprints.
Split cards, featured prominently in the original Ravnica block, are back with a new twist: the fuse ability. All split cards have two card faces on a single card. You can choose which half of the card you want to cast, pay that half's mana cost, and only that half will go on the stack. The characteristics of the half of the card you didn't cast are ignored while the spell is on the stack. Fuse introduces a third option if you're casting a Dragon's Maze split card from your hand: cast the entire card as a single spell by paying both of its mana costs.
Returning Mechanics: Guild Keywords, Keyword Actions, and Ability Words
Return to Ravnica: detain (Azorius), overload (Izzet), unleash (Rakdos), scavenge (Golgari), and populate (Selesnya)
Gatecrash: extort (Orzhov), cipher (Dimir), bloodrush (Gruul), battalion (Boros), and evolve (Simic)
The Dragon's Maze set includes a cycle of nonbasic lands with the subtype Gate. Each guild has a Gate card with Guildgate in its name that taps for mana of either of that guild's colors. These cards were previously printed in the Return to Ravnica and Gatecrash sets; they appear here with new art.
The Dragon's Maze set includes a cycle of Gatekeepers with enters-the-battlefield abilities that give you a bonus for controlling two or more Gates.
There are one of these common artifacts for each Guild with a casting cost of 3. They tap for either of that guild's mana or pay one of each guild mana and sacrifice to draw a card.
Cycle: Guild Champions
There are ten of these rare legendary creatures, one for each Guild. They are Emmara Tandris (Selesnya), Exava, Rakdos Blood Witch (Rakdos), Lavinia of the Tenth (Azorious), Mirko Vosk, Mind Drinker (Dimir), Melek, Izzet Paragon (Izzet), Ruric-Thar, The Unbowed (Gruul), Tajic, Blade of the Legion(Boros), Teysa, Envy of Ghosts (Orzhov), Varolz, the Scar-Striped (Golgari), and Vorel of the Hull Clade (Simic).
Cycle: Uncommon Fuse Spells
There are ten of these split cards featuring the new fuse mechanic which feature a different monocolour spell on each side. These are Protect/Serve (Azorius), Far/Away (Dimir), Toil/Trouble (Rakdos), Armed/Dangerous (Gruul), Alive/Well (Selesnya), Profit/Loss (Orzhov), Down/Dirty (Golgari), Give/Take (Simic), Turn/Burn (Izzet) and Wear/Tear (Boros).
Cycle: Rare Fuse Spells
There are five of these split cards featuring the new fuse mechanic which feature a different multi-colour spell on each side. These are Beck/Call (Simic/Azorius), Breaking/Entering (Dimir/Rakdos), Flesh/Blood (Golgari/Gruul), Catch/Release (Izzet/Boros), and Ready/Willing (Selesnya/Orzhov).