Dragon's Maze

Dragon's Maze is the third set in the Return to Ravnica block. It is the 61st Magic expansion and was released on May 3, 2013.
==Set details==
Dragon's Maze was the only small set in the block. It contains 156 cards (70 commons, 40 uncommons, 35 rares, 11 mythic rares), including randomly inserted premium versions of all cards in the set. The set focused on the guild system, featuring all of the ten guilds from Ravnica, and multicolor cards. Dragon's Maze and its boosters did not contain any basic lands; however, as a first in Magic history, the set contained same-block reprints (the non-basic guild gates). Besides these guild gates, boosters could contain shock lands with Return to Ravnica or Gatecrash expansion symbols, and the mythic rare <c>Maze's End</c>. The frequency at which these cards are found in booster packs is the same as any other card at their respective rarities.
Dragon's Maze featured Izzet planeswalker <c>Ral Zarek</c> and, as a throwback to the original Ravnica block, guild champions (maze runners). The expansion symbol is an overlap of the Return to Ravnica and Gatecrash expansion symbols.
===Flavor and storyline===
The Implicit Maze is a system of mana paths or leylines through the guildgates and districts of Ravnica that has manifested after the Guildpact was destroyed. On the instruction of Niv-Mizzet and using Jace Beleren's notes, it was discovered by Ral Zarek. The maze was created by Azor I to be revealed in case the Guildpact dissolved. In this way, the founder of the Azorius Senate tried to foster an atmosphere of peaceful collaboration. At the end of the maze in the Forum of Azor lies great power. For it to be solved, all the guilds of Ravnica must participate at once. Niv-Mizzet has announced that each guild will send one champion as its delegate in the running of the maze. At an appointed time, the champions meet at the <c>Transguild Promenade</c> and embark on a race through the twists and turns of the maze. The one who triumphs gains the power behind it for their guild. Others fall to its dangers.
====Storyline sources====
Title 	Author 	Publishing date	Setting (plane)	Featuring
Dragon's Maze: The Secretist, Part Three	Doug Beyer	May 2013 	Ravnica 	Jace Beleren, Ruric Thar, Niv-Mizzet, Ral Zarek, Varolz, Vorel, Teysa Karlov, Melek, Lazav, Lavinia, Mirko Vosk, Exava, Tajic, Emmara Tandris
====Magic Story====
Title 	Author 	Release Date	Setting (plane)	Featuring
 	Jennifer Clarke Wilkes	2013-04-03 	Ravnica 	Ruric Thar, Squelch
Teysa Karlov 	Adam Lee 	2013-04-10 	Ravnica 	Teysa Karlov, the Obzedat, Slubnik, Tajic
Barrin's Tall Tale 	Adam Lee 	2013-04-17 	Ravnica 	Barrin Grevik, Jace Beleren, Nila Grevik, Scrump
Expectations 	Nik Davidson 	2013-04-24 	Ravnica 	Oana Vitellius I, Johvann III, Petri, Tarem, Otho Vitellius II
The Pursuit, Part 1 	Ari Levitch 	2013-05-01 	Ravnica 	Madarrak, Castan, Yzaak, Niv-Mizzet, Pelener, Erno Zslod
Life in the Ring 	Sam Stoddard 	2013-05-08 	Ravnica 	Rinni, Nikori, Ginoria, Lunicia, Silar, Minyuli
The Pursuit, Part 2 	Ari Levitch 	2013-05-14 	Ravnica 	Madarrak, Castan, Erno Zslod, Johrum, Yzaak
The One Hundred Steps	Adam Lee 	2013-05-22 	Ravnica 	Jek, Vinni, Halok
Last Day 	Colin Kawakami 	2013-06-05 	Ravnica 	Liric, Skrygix, Mareena
Paper Trail 	Nik Davidson 	2013-06-12 	Ravnica 	Kuba, Ruslan, Alena, Kelen Jek, Trifon, Stanisil
Battle for the Ninth 	Adam Lee 	2013-06-19 	Ravnica 	Gideon Jura, Anza, Dars Gostok, Jazek, Tajic, Aurelia
===Marketing===
Dragon's Maze was sold in 16-card boosters, 6-card boosters, five intro packs, one event deck and a fat pack. The 16-card boosters featured artwork from <c>Emmara Tandris</c>, <c>Melek, Izzet Paragon</c> and <c>Tajic, Blade of the Legion</c>. The small booster featured artwork from <c>Ral Zarek</c>.
====Prerelease====
In the prerelease Sealed Deck format, each player chose a guild. That player would receive a "Guild Prerelease Pack" of the chosen guild, which contained four Dragon's Maze booster packs, one guild-specific booster pack, and one "secret ally" booster pack. The "secret ally" booster pack contained cards of a guild that shared one mana color with the chosen guild.
The draft format for Dragon's Maze reverted to the regular format of drafting the three sets in a block (i.e., in reverse order of their release; here, Dragon's Maze/Gatecrash/Return to Ravnica).San Diego Comic-Con Panel 2012 (3:54-4:22) by wizardsmtg, YouTube, July 15, 2012.
Each participant received a guild symbol button, or "guild mark", to indicate their guild affiliation. In the "Implicit Maze" prerelease event, when a player won a match during the tournament, their guild progressed through the Implicit Maze. Each member of the first guild to complete the Implicit Maze would receive a "Champion of the Maze" achievement code card, which he or she could redeem on the Planeswalker Points webpage for a badge and an achievement. Additionally, members of each other guild to complete the Implicit Maze after the first would receive "Maze Runner" achievement code cards to redeem.
====Promotional cards====
On April 27–28, 2013, each prerelease participant received a promotional alternate-art <c>Maze's End</c>, which couldn't be played in the sealed deck. This is in contrast to the sealed events of the Return to Ravnica and Gatecrash prereleases. In addition to this, a foil <c>Plains</c> was awarded to every player that participated in the prerelease's "Implicit Maze", making this the only basic land to feature the Dragon's Maze's expansion symbol.
Other promotional cards were:
*Launch promo: <c>Breaking/Entering</c>
*Game Day: full-art <c>Trostani's Summoner</c>
*Game Day (Top 8): full-art <c>Melek, Izzet Paragon</c>
*Dragon's Maze League: Bird creature token
*Buy-a-Box: <c>Render Silent</c>Wizards of the Coast (April 08, 2013 "Buy a Box Promotion"
====Tokens====
The sixteenth card in the boosters is a token creature card or an advertisement card. The only Dragon's Maze token card is:
# */* Elemental creature token with "This creature's power and toughness are each equal to the number of creatures you control." produced by <c>Voice of Resurgence</c>
===Critical reception===
Dragon's Maze received mixed reception, but it was largely panned by Magic writers and professional players. Several favorite elements were considered to be "missing" from the set. However, a few cards in the set were notably regarded as powerful and potentially tournament-playable. These include <c>Notion Thief</c>, a innocuous card draw hoser, and <c>Voice of Resurgence</c>, a competitively costed threat against control decks.
Limited "bombs" for Dragon's Maze included <c>Ral Zarek</c>, <c>Lavinia of the Tenth</c>, <c>Teysa, Envoy of Ghosts</c>, and <c>Dragonshift</c>. These proved potent at the expansion's prerelease events.
==Themes and mechanics==
Like the preceding sets, Return to Ravnica and Gatecrash, Dragon's Maze features the bicolored guilds of Ravnica. Each guild has its own keyword or ability word.
Guild 	Azorius	Dimir 	Rakdos 	Gruul 	Selesnya	Orzhov	Izzet 	Golgari 	Boros 	Simic
Keyword	Detain 	Cipher	Unleash	Bloodrush	Populate	Extort	Overload	Scavenge	Battalion	Evolve
The expansion also features two cycles of split cards and a new mechanic exclusive to these cards called Fuse. Fuse allows players to play both halves of a split card with the keyword ability as one spell by paying both halves' mana costs. Split cards with Fuse also have a new card layout, with the boxes containing the name and type line forming arrows that point medially, towards to midline of the card. In addition to this, each split card with Fuse has a separate text box containing the Fuse mechanic and its reminder text that spans the bottom of both halves.
Other themes and mechanics include:
*Defender
*Enchantments
**Auras
*Gates
:*In addition to the reprinting of the ten Gate nonbasic lands, Dragon's Maze features <c>Maze's End</c>, a nonbasic land that works synergistically with Gates. Not only can it search for Gate cards and put them onto the battlefield, but <c>Maze's End</c> can also win players the game if they have 10 or more differently named Gates under their control.
*Guildless
===Creature types===
No novel creature types were introduced in this expansion.
==Cycles==
Whereas Return to Ravnica and Gatecrash have 5-card guild cycles that, if and when considered together, form 10-card guild mega cycles, Dragon's Maze has 10-card guild cycles, with one card per guild, as well as 5-card cycles, with one card per color.
Cycle name 	 	 	 	 	
Gatekeepers 	 	 	 	 	
Gatekeepers 	Each of these common 2/4 Soldier creatures cost M and an "enter the battlefield" triggered ability that triggers if its controller controls two Gates when it comes into play. 	Each of these common 2/4 Soldier creatures cost M and an "enter the battlefield" triggered ability that triggers if its controller controls two Gates when it comes into play. 	Each of these common 2/4 Soldier creatures cost M and an "enter the battlefield" triggered ability that triggers if its controller controls two Gates when it comes into play. 	Each of these common 2/4 Soldier creatures cost M and an "enter the battlefield" triggered ability that triggers if its controller controls two Gates when it comes into play. 	Each of these common 2/4 Soldier creatures cost M and an "enter the battlefield" triggered ability that triggers if its controller controls two Gates when it comes into play.
Maze Elementals 	 	 	 	 	
Maze Elementals 	Each of these common Elemental creatures cost M and has two static abilities, one of which is an on-color combat keyword and another that confers that combat word to multicolor creatures its controller controls. 	Each of these common Elemental creatures cost M and has two static abilities, one of which is an on-color combat keyword and another that confers that combat word to multicolor creatures its controller controls. 	Each of these common Elemental creatures cost M and has two static abilities, one of which is an on-color combat keyword and another that confers that combat word to multicolor creatures its controller controls. 	Each of these common Elemental creatures cost M and has two static abilities, one of which is an on-color combat keyword and another that confers that combat word to multicolor creatures its controller controls. 	Each of these common Elemental creatures cost M and has two static abilities, one of which is an on-color combat keyword and another that confers that combat word to multicolor creatures its controller controls.
Fuse spells (rare)	(/) 	(/) 	(/) 	(/) 	(/)
Fuse spells (rare)	Each of these rare split cards has two differently multicolored halves, with each half sharing one color with the other half, and the Fuse mechanic. Each guild is represented only once and each Return to Ravnica guild is paired with a Gatecrash guild.	Each of these rare split cards has two differently multicolored halves, with each half sharing one color with the other half, and the Fuse mechanic. Each guild is represented only once and each Return to Ravnica guild is paired with a Gatecrash guild.	Each of these rare split cards has two differently multicolored halves, with each half sharing one color with the other half, and the Fuse mechanic. Each guild is represented only once and each Return to Ravnica guild is paired with a Gatecrash guild.	Each of these rare split cards has two differently multicolored halves, with each half sharing one color with the other half, and the Fuse mechanic. Each guild is represented only once and each Return to Ravnica guild is paired with a Gatecrash guild.	Each of these rare split cards has two differently multicolored halves, with each half sharing one color with the other half, and the Fuse mechanic. Each guild is represented only once and each Return to Ravnica guild is paired with a Gatecrash guild.
===Guild cycles===
Cycle name 	Azorius 	Dimir 	Rakdos 	Gruul 	Selesnya 	Orzhov 	Izzet 	Golgari 	Boros 	Simic
Mythic Rare Spells 	 	 	 	 	 	 	 	 	 	
Mythic Rare Spells 	Each of the ten mythic rare cards has a color combination representing each guild of Ravnica. 	Each of the ten mythic rare cards has a color combination representing each guild of Ravnica. 	Each of the ten mythic rare cards has a color combination representing each guild of Ravnica. 	Each of the ten mythic rare cards has a color combination representing each guild of Ravnica. 	Each of the ten mythic rare cards has a color combination representing each guild of Ravnica. 	Each of the ten mythic rare cards has a color combination representing each guild of Ravnica. 	Each of the ten mythic rare cards has a color combination representing each guild of Ravnica. 	Each of the ten mythic rare cards has a color combination representing each guild of Ravnica. 	Each of the ten mythic rare cards has a color combination representing each guild of Ravnica. 	Each of the ten mythic rare cards has a color combination representing each guild of Ravnica.
Lieutenants 	 	 	 	 	 	 	 	 	 	
Lieutenants 	Each of these uncommon creatures has an ability or abilities that "lend themselves to certain styles of play". According to DailyMTG.com writer Zac Hill, the "Lieutenants" were designed to encourage drafters to pursue a specific strategy rather than just picking generally powerful cards. While Hill did not name the cards in the cycle, there is little doubt about which of the one or two uncommon creatures for a particular color pair is part of the cycle.	Each of these uncommon creatures has an ability or abilities that "lend themselves to certain styles of play". According to DailyMTG.com writer Zac Hill, the "Lieutenants" were designed to encourage drafters to pursue a specific strategy rather than just picking generally powerful cards. While Hill did not name the cards in the cycle, there is little doubt about which of the one or two uncommon creatures for a particular color pair is part of the cycle.	Each of these uncommon creatures has an ability or abilities that "lend themselves to certain styles of play". According to DailyMTG.com writer Zac Hill, the "Lieutenants" were designed to encourage drafters to pursue a specific strategy rather than just picking generally powerful cards. While Hill did not name the cards in the cycle, there is little doubt about which of the one or two uncommon creatures for a particular color pair is part of the cycle.	Each of these uncommon creatures has an ability or abilities that "lend themselves to certain styles of play". According to DailyMTG.com writer Zac Hill, the "Lieutenants" were designed to encourage drafters to pursue a specific strategy rather than just picking generally powerful cards. While Hill did not name the cards in the cycle, there is little doubt about which of the one or two uncommon creatures for a particular color pair is part of the cycle.	Each of these uncommon creatures has an ability or abilities that "lend themselves to certain styles of play". According to DailyMTG.com writer Zac Hill, the "Lieutenants" were designed to encourage drafters to pursue a specific strategy rather than just picking generally powerful cards. While Hill did not name the cards in the cycle, there is little doubt about which of the one or two uncommon creatures for a particular color pair is part of the cycle.	Each of these uncommon creatures has an ability or abilities that "lend themselves to certain styles of play". According to DailyMTG.com writer Zac Hill, the "Lieutenants" were designed to encourage drafters to pursue a specific strategy rather than just picking generally powerful cards. While Hill did not name the cards in the cycle, there is little doubt about which of the one or two uncommon creatures for a particular color pair is part of the cycle.	Each of these uncommon creatures has an ability or abilities that "lend themselves to certain styles of play". According to DailyMTG.com writer Zac Hill, the "Lieutenants" were designed to encourage drafters to pursue a specific strategy rather than just picking generally powerful cards. While Hill did not name the cards in the cycle, there is little doubt about which of the one or two uncommon creatures for a particular color pair is part of the cycle.	Each of these uncommon creatures has an ability or abilities that "lend themselves to certain styles of play". According to DailyMTG.com writer Zac Hill, the "Lieutenants" were designed to encourage drafters to pursue a specific strategy rather than just picking generally powerful cards. While Hill did not name the cards in the cycle, there is little doubt about which of the one or two uncommon creatures for a particular color pair is part of the cycle.	Each of these uncommon creatures has an ability or abilities that "lend themselves to certain styles of play". According to DailyMTG.com writer Zac Hill, the "Lieutenants" were designed to encourage drafters to pursue a specific strategy rather than just picking generally powerful cards. While Hill did not name the cards in the cycle, there is little doubt about which of the one or two uncommon creatures for a particular color pair is part of the cycle.	Each of these uncommon creatures has an ability or abilities that "lend themselves to certain styles of play". According to DailyMTG.com writer Zac Hill, the "Lieutenants" were designed to encourage drafters to pursue a specific strategy rather than just picking generally powerful cards. While Hill did not name the cards in the cycle, there is little doubt about which of the one or two uncommon creatures for a particular color pair is part of the cycle.
Maze Runners 	 	 	 	 	 	 	 	 	 	
Maze Runners 	Each of these rare legendary creatures represents the "Maze Runner" of its respective guild. 	Each of these rare legendary creatures represents the "Maze Runner" of its respective guild. 	Each of these rare legendary creatures represents the "Maze Runner" of its respective guild. 	Each of these rare legendary creatures represents the "Maze Runner" of its respective guild. 	Each of these rare legendary creatures represents the "Maze Runner" of its respective guild. 	Each of these rare legendary creatures represents the "Maze Runner" of its respective guild. 	Each of these rare legendary creatures represents the "Maze Runner" of its respective guild. 	Each of these rare legendary creatures represents the "Maze Runner" of its respective guild. 	Each of these rare legendary creatures represents the "Maze Runner" of its respective guild. 	Each of these rare legendary creatures represents the "Maze Runner" of its respective guild.
Fuse spells (uncommon)	 	 	 	 	 	 	 	 	 	
Fuse spells (uncommon)	Each of these uncommon split cards has two monocolored halves, with each half of a different color from the other, and the Fuse mechanic. 	Each of these uncommon split cards has two monocolored halves, with each half of a different color from the other, and the Fuse mechanic. 	Each of these uncommon split cards has two monocolored halves, with each half of a different color from the other, and the Fuse mechanic. 	Each of these uncommon split cards has two monocolored halves, with each half of a different color from the other, and the Fuse mechanic. 	Each of these uncommon split cards has two monocolored halves, with each half of a different color from the other, and the Fuse mechanic. 	Each of these uncommon split cards has two monocolored halves, with each half of a different color from the other, and the Fuse mechanic. 	Each of these uncommon split cards has two monocolored halves, with each half of a different color from the other, and the Fuse mechanic. 	Each of these uncommon split cards has two monocolored halves, with each half of a different color from the other, and the Fuse mechanic. 	Each of these uncommon split cards has two monocolored halves, with each half of a different color from the other, and the Fuse mechanic. 	Each of these uncommon split cards has two monocolored halves, with each half of a different color from the other, and the Fuse mechanic.
Cluestones' 	 	 	 	 	 	 	 	 	 	
Cluestones' 	Each of these common artifacts costs , has one mana ability that taps for either of its guild's respective colors, and has one activated ability costing one of each of its guild's respective colors, , and its sacrifice to draw a card.<P></P>Each Cluestone is illustrated by Raoul Vitale. 	Each of these common artifacts costs , has one mana ability that taps for either of its guild's respective colors, and has one activated ability costing one of each of its guild's respective colors, , and its sacrifice to draw a card.<P></P>Each Cluestone is illustrated by Raoul Vitale. 	Each of these common artifacts costs , has one mana ability that taps for either of its guild's respective colors, and has one activated ability costing one of each of its guild's respective colors, , and its sacrifice to draw a card.<P></P>Each Cluestone is illustrated by Raoul Vitale. 	Each of these common artifacts costs , has one mana ability that taps for either of its guild's respective colors, and has one activated ability costing one of each of its guild's respective colors, , and its sacrifice to draw a card.<P></P>Each Cluestone is illustrated by Raoul Vitale. 	Each of these common artifacts costs , has one mana ability that taps for either of its guild's respective colors, and has one activated ability costing one of each of its guild's respective colors, , and its sacrifice to draw a card.<P></P>Each Cluestone is illustrated by Raoul Vitale. 	Each of these common artifacts costs , has one mana ability that taps for either of its guild's respective colors, and has one activated ability costing one of each of its guild's respective colors, , and its sacrifice to draw a card.<P></P>Each Cluestone is illustrated by Raoul Vitale. 	Each of these common artifacts costs , has one mana ability that taps for either of its guild's respective colors, and has one activated ability costing one of each of its guild's respective colors, , and its sacrifice to draw a card.<P></P>Each Cluestone is illustrated by Raoul Vitale. 	Each of these common artifacts costs , has one mana ability that taps for either of its guild's respective colors, and has one activated ability costing one of each of its guild's respective colors, , and its sacrifice to draw a card.<P></P>Each Cluestone is illustrated by Raoul Vitale. 	Each of these common artifacts costs , has one mana ability that taps for either of its guild's respective colors, and has one activated ability costing one of each of its guild's respective colors, , and its sacrifice to draw a card.<P></P>Each Cluestone is illustrated by Raoul Vitale. 	Each of these common artifacts costs , has one mana ability that taps for either of its guild's respective colors, and has one activated ability costing one of each of its guild's respective colors, , and its sacrifice to draw a card.<P></P>Each Cluestone is illustrated by Raoul Vitale.
Gates 	 	 	 	 	 	 	 	 	 	
Gates 	Each of these common nonbasic lands with the Gate subtype enters the battlefield tapped and can be tapped for one mana of its respective guild's colors. 	Each of these common nonbasic lands with the Gate subtype enters the battlefield tapped and can be tapped for one mana of its respective guild's colors. 	Each of these common nonbasic lands with the Gate subtype enters the battlefield tapped and can be tapped for one mana of its respective guild's colors. 	Each of these common nonbasic lands with the Gate subtype enters the battlefield tapped and can be tapped for one mana of its respective guild's colors. 	Each of these common nonbasic lands with the Gate subtype enters the battlefield tapped and can be tapped for one mana of its respective guild's colors. 	Each of these common nonbasic lands with the Gate subtype enters the battlefield tapped and can be tapped for one mana of its respective guild's colors. 	Each of these common nonbasic lands with the Gate subtype enters the battlefield tapped and can be tapped for one mana of its respective guild's colors. 	Each of these common nonbasic lands with the Gate subtype enters the battlefield tapped and can be tapped for one mana of its respective guild's colors. 	Each of these common nonbasic lands with the Gate subtype enters the battlefield tapped and can be tapped for one mana of its respective guild's colors. 	Each of these common nonbasic lands with the Gate subtype enters the battlefield tapped and can be tapped for one mana of its respective guild's colors.
Common Guild Mechanics	 	 	 	 	 	 	 	 	 	
Common Guild Mechanics	Each of these commons has the associated guild's mechanic. They are the only commons in the set that use the guild mechanics. The cycle is loose in that there is not an even distribution across colors and a single card in the cycle is gold. 	Each of these commons has the associated guild's mechanic. They are the only commons in the set that use the guild mechanics. The cycle is loose in that there is not an even distribution across colors and a single card in the cycle is gold. 	Each of these commons has the associated guild's mechanic. They are the only commons in the set that use the guild mechanics. The cycle is loose in that there is not an even distribution across colors and a single card in the cycle is gold. 	Each of these commons has the associated guild's mechanic. They are the only commons in the set that use the guild mechanics. The cycle is loose in that there is not an even distribution across colors and a single card in the cycle is gold. 	Each of these commons has the associated guild's mechanic. They are the only commons in the set that use the guild mechanics. The cycle is loose in that there is not an even distribution across colors and a single card in the cycle is gold. 	Each of these commons has the associated guild's mechanic. They are the only commons in the set that use the guild mechanics. The cycle is loose in that there is not an even distribution across colors and a single card in the cycle is gold. 	Each of these commons has the associated guild's mechanic. They are the only commons in the set that use the guild mechanics. The cycle is loose in that there is not an even distribution across colors and a single card in the cycle is gold. 	Each of these commons has the associated guild's mechanic. They are the only commons in the set that use the guild mechanics. The cycle is loose in that there is not an even distribution across colors and a single card in the cycle is gold. 	Each of these commons has the associated guild's mechanic. They are the only commons in the set that use the guild mechanics. The cycle is loose in that there is not an even distribution across colors and a single card in the cycle is gold. 	Each of these commons has the associated guild's mechanic. They are the only commons in the set that use the guild mechanics. The cycle is loose in that there is not an even distribution across colors and a single card in the cycle is gold.
==Reprinted cards==
The following cards have been reprinted from previous sets:
*Guildgates were last seen in Return to Ravnica and Gatecrash. The Dragon's Maze versions feature a zoomed-out view of each of them.
*<c>Feral Animist</c> was last seen in Guildpact.
*<c>Putrefy</c> from Ravnica: City of Guilds was last seen in Duel Decks: Izzet vs. Golgari.
*<c>Wind Drake</c> from Portal was last seen in Magic 2013.
===Note about shock lands===
As the shock lands that appear in Dragon's Maze boosters feature a Return to Ravnica or Gatecrash expansion symbol, they are technically not reprints.
==Notable cards==
*<c>Voice of Resurgence</c> was considered one of the only valuable cards in the set and quickly saw dominant play in Standard and Modern, and is still heavily played in Pioneer.
**It also had a late-stage art swap with <c>Emmara Tandris</c>, the mazerunner for Selesnya. Part of this is due to the rarity of effect and the runners all being rare otherwise, which led to Emmara becoming a 5/7, and her later incarnation <c>Emmara, Soul of the Accord</c> would be a 2/2 as originally planned.
*<c>Wear // Tear</c> is a versatile removal spell that is played in sideboards in multiple formats.
*<c>Notion Thief</c> is a strong answer to decks that seek to draw numerous cards, even seeing play in Legacy where it can answer an opposing <c>Brainstorm</c>.
*<c>Ruric Thar, the Unbowed</c> has been played in Modern and Pioneer sideboards against decks that cast numerous non-creature spells, essentially locking them out of the game
*<c>Maze's End</c> is an alternate-win card.
*<c>Master of Cruelties</c> has a unique effect, reducing an opponent's life to 1 in a single swing.
*<c>Sire of Insanity</c> was used as an attempted counter to <c>Sphinx's Revelation</c>, undoing all their card advantage if it could be snuck out.
*<c>Possibility Storm</c> forces players to cast random spells out of their library and can be turned into a single-sided lock piece with cards like <c>Drannith Magistrate</c> and <c>Teferi, Time Raveler</c>.
*<c>Aetherling</c> is a reference to <c>Morphling</c> and has seen play in both Standard control decks as a finisher but also Legacy Reanimator decks thanks to its ability to avoid removal.
*<c>Advent of the Wurm</c> is an efficiently stated creature with flash, becoming a staple in green-white decks in Standard.
*<c>Hidden Strings</c> is a key part of the eponymous <c>Lotus Field</c> deck in Pioneer, where it can be used to untap <c>Lotus Field</c>.
==Preconstructed decks==
===Intro packs===
Dragon's Maze has five bicolored guild-centric intro packs.
===Event deck===
Dragon's Maze is the first expansion set to feature only one event deck.
==Gallery==
File:DGM Promo Bird Token.jpg|DGM League promotional Bird creature token card
File:DGM Promo Breaking and Entering.jpg|DGM release-weekend promotional card 
File:DGM Promo Maze's End.jpg|DGM prerelease promotional card 
File:DGM Promo Melek, Izzet Paragon.jpg|DGM Game Day (Top 8) promotional card 
File:DGM Promo Plains.jpg|DGM prerelease promotional card for "Implicit Maze" participants
File:DGM Promo Render Silent.jpg|DGM Buy-a-Box promotional card 
File:DGM Promo Trostani's Summoner.jpg|DGM Game Day promotional card 
File:DGM Elemental Token.jpg|DGM Elemental creature token produced by <c>Voice of Resurgence</c>
==References==