Blue Gets Quality Commons in Dragon’s Maze Set Review
This is Thought Scour‘s Dragon’s Maze Set Review for blue. You can check out the review for the other colors at the main Dragon’s Maze Set Review page, and you can open our Set Review Ratings System to understand how we’re grading each card.
Blue’s has some pretty solid offerings in Dragon’s Maze, starting with a couple noteworthy commons. Runner’s Bane is a better removal spell than blue has been getting lately, an easy-to-cast conditional removal spell that fits into both tempo and control decks. Blue has some very bad commons to go along with the very good ones, but since we’ll be dipping into multiple colors in this format, I’d almost rather have it that way.
In constructed, Aetherling, a nearly unkillable curve-topping beater, is blue’s flagship card. Morphling 2.0 is a bit clunky, but could easily be a good win condition for Standard control decks for a long time to come. Uncovered Clues is a new draw spell that may not prove good enough, but is certainly interesting.
To brush up on what exactly each card’s grade means, open our Set Review Ratings System explanation, then check out the ratings:

Aetherling
The spiritual ancestor of this card was one of the most dominant creatures of all time, so there are going to be some serious expectations for Aetherling. Morphling comparisons may actually be pretty apt in this case. That versatile, shifty closer came down and strangled opponents you already had on the ropes, being basically unkillable and presenting a fast, hard-to-stop clock. Aetherling is a very similar card. It costs more mana, but it’s not like you’re trying to curve out with him anyway. When he hits the battlefield, he’s a true menace. There are basically no Magic cards in Standard that can deal with him if you have a few Islands untapped, and he can bash your opponent’s life total (or planeswalker suite) to the tune of eight unblockable damage a turn.
Things I don’t like: Aetherling is a worse blocker than Morphling. Note that Aetherling can emulate Morphling‘s pseudo-vigilance by flickering itself when it becomes tapped. However, when you have to flicker out of existence for a few phases to shrug off a removal spell, you obviously miss some combat action, which can be a pretty huge deal if you’re trying to use your six-drop to stabilize or race.
Still, I think this card is very solid and will see play as a one- or two-of in slow Standard decks that want to use minimal deck space for win conditions. Esper control comes to mind, and gives that deck a good way to ignore Psychic Spiral and one-shot opposing Jaces.
In limited this thing is pretty sweet. It won’t dig you out of a massive hole if you’re already in one, but it’s quite capable of smashing the game wide open in any sort of stall or attrition battle. I don’t think the format will be as tempo-oriented as Gatecrash, so you can view Aetherling as a pretty awesome bomb.
Sealed – 4.0
Draft – 4.0
Constructed – 2.5

Hidden Strings
This seems like a pretty low-impact card. It can help you force through an initial cipher strike by tapping down two blockers, which is nothing to be sneezed at, but not always worth a card. Then you get to make contact and most likely untap two things – maybe giving your creatures pseudo-vigilance, or maybe untapping two lands to deploy another creature. Untapping two lands is actually pretty powerful (Sol Ring…) but you have to split the mana between your main phases, meaning you can’t actually ramp up to big spells. Beyond the first tap-down, I don’t really think the utility of vigilance / bad Sol Ring makes this card all that playable, so I look at it mostly like a bad tempo spell. Maybe you want one of those spells in your tempo deck, but it’s not a high priority, and something like Lyev Decree is much better.
Dedicated cipher wasn’t a great archetype in Gatecrash, and I don’t think that’s suddenly going to change with fewer Dimir cards in the Draft, although a slower format could make room for cards like Shadow Slice to shine. Still, I don’t think this will be a big player in the limited format, and it definitely won’t see constructed play.
Sealed – 1.0
Draft – 2.0
Constructed – 0.0

Maze Glider
Maze Glider has the worst stats of any of the maze elementals but it has the best ability. Fat flying creatures have a strong pedigree for a reason – they are great at almost everything. Racing, blocking, suiting up with auras – you name it.
Maze Glider‘s “buddy” ability is also the most dangerous of the maze elementals. If you have a couple of 3/3 gold cards, giving them trample might not make much difference at all – but giving them flying could end the game in on the spot.
Of the cycle, Maze Glider is the one you want to pay a little bit of attention to, and once you have him, maybe even change around your pick orders a little bit. Still, what we have here is a three-power six-mana creatures, so I wouldn’t bat an eye at leaving him in my sideboard or passing him for a tempo spell or an on-curve creature.
Sealed – 3.0
Draft – 2.5
Constructed – 0.0

Mindstatic
Cool art and concept, but Mindstatic is a pretty garbagey counterspell. It’s obviously worse than Dissipate in constructed, even in decks that have trouble getting to UU. In limited, it’s nice having access to a counterspell, but four mana is a lot to ask. Cancel is already not a great card, and adding a mana to the cost is really a kick in the teeth.
I’m sure I’ll end up running one of these in my four-color blue Draft decks every once in a while, but it will be without relish and with the intent to sideboard it out against more aggressive opponents. In Sealed, this can be useful for answering opposing bombs, and you can side it in and out as you see fit with that in mind.
Sealed – 1.5
Draft – 1.0
Constructed – 0.0

Murmuring Phantasm
My favorite take on this card was a comment on the Mythic Spolier forums where someone just said, “Not enough mouths.”
Indeed.
Two mana is pretty cheap, and this blocks a lot of things. In constructed you can shut down everything up to and including Loxodon Smiter. Unfortunately, this doesn’t really match up well to the aggro decks, which can spit out a bunch of attackers really quickly (Burning-Tree Emissary) or build up one huge attacker very early Champion of the Parish). I don’t think it’s destined to see any play anytime soon.
In limited this isn’t that bad, blocking your opponent’s two-drop, then his three-drop, then even his four- or five-drop. Having this in your deck is seriously limited, though, and it is a depressing draw if your opponent is stumbling and you just want to put him away. If you need a roadblock while you assemble the pieces for your powerful late-game, this is a fine card, but don’t value it too highly.
Sealed – 1.5
Draft – 1.5
Constructed – 0.0

Opal Lake Gatekeepers
Opal Lake Gatekeepers, like the rest of the cycle, starts off as a decent limited playable – even if you don’t hit the trigger, you can always play these to hold off opposing Gore-House Chainwalkers.
When you do hit their triggers though, the gatekeepers become quite good. The question is whether your pool has on-color gates / whether you can draft a deck (perhaps three or four colors) that wants four to five gates. (Go to our set review for white and read that gatekeeper review for more analysis). If you’ve got the gates, this card is solid. Not great, but better than “playable.”
As with all the other gatekeepers, you can’t play Opal Lake Gatekeepers in constructed due to the fact that gates are basically unplayable (give or take).
Sealed – 2.0 (3.0 if you have three or four gates)
Draft – 2.0
Constructed – 0.0

Runner’s Bane
This is a pretty nice Claustrophobia variant. While it can’t lock down the hugest of monsters, there are a LOT of creatures with power three or less in this set and in the block as a whole. Runner’s Bane is just as adept at shutting down a controlling deck’s Court Hussar as an aggro deck’s Ember Beast. And since it proactively taps opposing creatures when it enters the battlefield, it’s pretty good in aggro decks, as opposed to Paralyzing Grasp, which really only fit in control decks.
This unfortunately isn’t very good against bombs or creatures with static abilities like extort, but it’s cheap and versatile, so I’d call it “good” removal nonetheless.
This is a terrible choice for constructed when you have alternatives like Searing Spear or Detention Sphere, so stick to locking down creatures in games of limited.
Sealed – 3.5
Draft – 3.5
Constructed – 0.0

Trait Doctoring
I understand why they have to print cards like this, but it’s not very applicable to any of the formats I play (or at least not winning in them). It’s interesting having Mind Bend as a repeatable effect, but I doubt that will make it playable anywhere. Chime in in the comments if I’m missing anything.
It’s also totally useless in limited, especially at sorcery speed.
It seems like they’d at least let you chance the color(s) of the target, so you can interact with things like Renounce the Guilds. Oh well. Just move along here, and nab any copies you see for the casual crowd.
Sealed – 0.0
Draft – 0.0
Constructed – 0.5

Uncovered Clues
This one is a bit of a puzzler. One part Divination, one part Peer Through Depths, Uncovered Clues certainly has some interesting ancestors.
Divination has occasionally been constructed playable, but never good. Is Uncovered Clues better than the most baseline draw spell in the book? One one hand, it sometimes only hits one – or even zero – cards. On top of that, you have to build your deck full of instants and sorceries to leverage this. It also can’t help you dig for land drops early, which is one of the main reasons to evoke Mulldrifter, and a big deal in a control deck that wants to be progressing the game toward Sphinx’s Revelation.
On the other hand, Uncovered Clues does a great job of digging you deeper in your deck. It’s great at finding combo pieces or specific answers. It also isn’t as likely to just churn up two lands when you want gas, as Divination sometimes does. Sometimes you’ll cast this late in the game and see land, land, spell, spell, and feel like a genius.
If this were an instant I could see this card fitting into a shell like the aggro-control UWR Augur of Bolas decks, which already want to have a critical mass of instants and sorceries for their Augurs and Snapcasters. At three-mana, this card is a bit on the voluptuous side though, and as a sorcery I worry about slotting it into blue decks full of great instant-speed effects. I’m not totally sure about this card, but I’d peg it for sporadic Standard play with maybe a tiny smattering of Modern combo enabling.
In limited, this is pretty unexciting. Unless you have 15 or so instants and sorceries in your deck, this isn’t really playable.
Sealed – 0.5
Draft – 1.0
Constructed – 1.5

Wind Drake
One of the most iconic limited creatures of all time, Wind Drake is a staple for blue mages, especially in Sealed, where evasion is worth its weight in gold. Or at least in, like, nutrient-enriched gold substitute.
In Draft, vanilla creatures can sometimes be a bit too “core set-ish” to be high picks, and Assault Griffin ended up being pretty bad in Gatecrash Draft on account of how fast and synergistic the format was. Still, I think this format will be a little more “good stuff” than Gatecrash, and we can go back to playing our Vassal Souls and being happy about it. This will be a solid, easy-to-cast pickup that doesn’t commit you to a particular set of colors.
Meanwhile, no person has ever cast a Wind Drake in constructed.
Sealed – 3.0
Draft – 3.0
Constructed – 0.0
From here you can go back to the Dragon’s Maze Set Review hub page. Or read our reviews of White, Blue, Black, Red, Green, Azorius, Boros, Dimir, Golgari, Gruul, Izzet, Orzhov, Rakdos, Selesnya, Simic, or Artifacts, Lands, and Gold Split Cards.


















































