Sunday, April 14, 2013

"The Rock(s)"



"The Rock(s)"
by: 
Virgilio F. De leon Jr.

In an expansion full of multi-colored permanents , dual colored or even triple-colored decks mana-fixing options is always welcome. The first 2 expansions featured Key Runes that aided you in the long run or early turns by becoming creatures.Dragon's Maze promises more help with a different twist this time around.

     The problem that could easily be found in artifact mana fixers such as these is that they literally don't do anything for you in the latter turns of the game. The crucial turns where you have an abundance of mana and draw one of these when all you need is a creature or any form of removal to stop the stupid grinning on your opponents face who is so assured that his army of creatures on the board will finish you in the next attack. You have all this mana and no spell to use it on.For shame.



    Dragon's Maze offers another option when it comes to mana fixing. Enter the 10 Cycle Clue Stones that support each guild with their color combinations.Each cost 3 colorless mana to cast and for the color cost or identity of that Guild (ie. Gruul=RG) you could sacrifice your rock for a chance to draw an extra card!

     A card draw at the mana cost of 5 seems like a fair trade to losing a game.This maybe the card draw that could change the course of the game. Any Magic player will tell you that the turning of the tides always start with a single draw. You just have to keep your fingers crossed that it is the card you need or it will really be game over. Think Positive. The Clue Stones will save you.



   The ability to do this at instant speed as well gives you the ability to react as an opponent attacks. You would probably very happy to draw an Evacuation or Rout in an EDH game.In standard you could draw at the end of an opponents turn to get that Planar Cleansing or Merciless Eviction or whatever removal card you have in your deck. 

    With the Keyrunes from the previous sets and these Clue Stones and the abundance of Common Dual tap lands and Shock Lands it really is a great time for dormant players to return and new players to enter the Magic Fold.




4 comments:

  1. Cool article on the Rocks. :-)

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  2. Good Read! But I would say that these rocks will be limited playable...

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  3. @Lem...the important thing is that players have an extra option and in the EDH scene these Rocks also plays an important role...as card draw when you don't need it to fix your mana...and in sealed as well...although I think the Key runes are much better in sealed...

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