Dragon's Maze

DGM · 156 cards · Released

Alive
Sorcery

Create a 3/3 green Centaur creature token.

Fuse (You may cast one or both halves of this card from your hand.)

Well
Sorcery

You gain 2 life for each creature you control.

Fuse (You may cast one or both halves of this card from your hand.)

Armed
Sorcery

Target creature gets +1/+1 and gains double strike until end of turn.

Fuse (You may cast one or both halves of this card from your hand.)

Dangerous
Sorcery

All creatures able to block target creature this turn do so.

Fuse (You may cast one or both halves of this card from your hand.)

Beck
Sorcery

Whenever a creature enters this turn, you may draw a card.

Fuse (You may cast one or both halves of this card from your hand.)

Call
Sorcery

Create four 1/1 white Bird creature tokens with flying.

Fuse (You may cast one or both halves of this card from your hand.)

Breaking
Sorcery

Target player mills eight cards.

Fuse (You may cast one or both halves of this card from your hand.)

Entering
Sorcery

Put a creature card from a graveyard onto the battlefield under your control. It gains haste until end of turn.

Fuse (You may cast one or both halves of this card from your hand.)

Catch
Sorcery

Gain control of target permanent until end of turn. Untap it. It gains haste until end of turn.

Fuse (You may cast one or both halves of this card from your hand.)

Release
Sorcery

Each player sacrifices an artifact, a creature, an enchantment, a land, and a planeswalker of their choice.

Fuse (You may cast one or both halves of this card from your hand.)

Down
Sorcery

Target player discards two cards.

Fuse (You may cast one or both halves of this card from your hand.)

Dirty
Sorcery

Return target card from your graveyard to your hand.

Fuse (You may cast one or both halves of this card from your hand.)

Far
Instant

Return target creature to its owner's hand.

Fuse (You may cast one or both halves of this card from your hand.)

Away
Instant

Target player sacrifices a creature of their choice.

Fuse (You may cast one or both halves of this card from your hand.)

Flesh
Sorcery

Exile target creature card from a graveyard. Put X +1/+1 counters on target creature, where X is the power of the card you exiled.

Fuse (You may cast one or both halves of this card from your hand.)

Blood
Sorcery

Target creature you control deals damage equal to its power to any target.

Fuse (You may cast one or both halves of this card from your hand.)

Give
Sorcery

Put three +1/+1 counters on target creature.

Fuse (You may cast one or both halves of this card from your hand.)

Take
Sorcery

Remove all +1/+1 counters from target creature you control. Draw that many cards.

Fuse (You may cast one or both halves of this card from your hand.)

Profit
Instant

Creatures you control get +1/+1 until end of turn.

Fuse (You may cast one or both halves of this card from your hand.)

Loss
Instant

Creatures your opponents control get -1/-1 until end of turn.

Fuse (You may cast one or both halves of this card from your hand.)

Protect
Instant

Target creature gets +2/+4 until end of turn.

Fuse (You may cast one or both halves of this card from your hand.)

Serve
Instant

Target creature gets -6/-0 until end of turn.

Fuse (You may cast one or both halves of this card from your hand.)

Ready
Instant

Creatures you control gain indestructible until end of turn. Untap each creature you control.

Fuse (You may cast one or both halves of this card from your hand.)

Willing
Instant

Creatures you control gain deathtouch and lifelink until end of turn.

Fuse (You may cast one or both halves of this card from your hand.)

Toil
Sorcery

Target player draws two cards and loses 2 life.

Fuse (You may cast one or both halves of this card from your hand.)

Trouble
Sorcery

Trouble deals damage to target player equal to the number of cards in that player's hand.

Fuse (You may cast one or both halves of this card from your hand.)

Turn
Instant

Until end of turn, target creature loses all abilities and becomes a red Weird with base power and toughness 0/1.

Fuse (You may cast one or both halves of this card from your hand.)

Burn
Instant

Burn deals 2 damage to any target.

Fuse (You may cast one or both halves of this card from your hand.)

Wear
Instant

Destroy target artifact.

Fuse (You may cast one or both halves of this card from your hand.)

Tear
Instant

Destroy target enchantment.

Fuse (You may cast one or both halves of this card from your hand.)

Azorius Cluestone
Artifact

: Add or .

, , Sacrifice this artifact: Draw a card.

Its three sides represent the Sova, judges and arbitrators; the Jelenn, scribes and elocutors; and the Lyev, lawmages and enforcers.

Boros Cluestone
Artifact

: Add or .

, , Sacrifice this artifact: Draw a card.

"In case of fire, treachery, citywide riot, political upheaval, or worldwide societal collapse, break glass."

—Cluestone inscription

Dimir Cluestone
Artifact

: Add or .

, , Sacrifice this artifact: Draw a card.

It waits in the chill of the undercity, holding nameless secrets for those who dare to touch it.

Golgari Cluestone
Artifact

: Add or .

, , Sacrifice this artifact: Draw a card.

Golgari mold collects whispers, intelligence that is later harvested by Jarad and his high chancellors.

Gruul Cluestone
Artifact

: Add or .

, , Sacrifice this artifact: Draw a card.

Forgotten under rocks and vines, Gruul symbols mark the sites of primitive rituals where shamans once chanted to the wild.

Izzet Cluestone
Artifact

: Add or .

, , Sacrifice this artifact: Draw a card.

It holds within it an unsolvable riddle. A creative answer yields an invitation to the guild.

Orzhov Cluestone
Artifact

: Add or .

, , Sacrifice this artifact: Draw a card.

A symbol of power and wealth, the only commodities that matter to the Orzhov.

Rakdos Cluestone
Artifact

: Add or .

, , Sacrifice this artifact: Draw a card.

"Burn. Bleed. Enjoy."

—Cluestone inscription

Selesnya Cluestone
Artifact

: Add or .

, , Sacrifice this artifact: Draw a card.

"Break it if you must. The loss of one relic is nothing next to the value of enriching us all."

—Suniel the Woodwise

Simic Cluestone
Artifact

: Add or .

, , Sacrifice this artifact: Draw a card.

Simic symbols are among the most intricate and fragile, yet few vandalize them for fear of the strange lifeforms that might be released.

Azorius Guildgate
Land — Gate

This land enters tapped.

: Add or .

The Azorius symbol stares down like a great eye, reminding visitors of the watchful presence of Isperia and her lawmages.

Boros Guildgate
Land — Gate

This land enters tapped.

: Add or .

It promises protection to those in need and proclaims a warning to any who would threaten Ravnican law.

Dimir Guildgate
Land — Gate

This land enters tapped.

: Add or .

In the cold corridors of the undercity, misinformation unfurls from Duskmantle like a spreading stain.

Golgari Guildgate
Land — Gate

This land enters tapped.

: Add or .

Every part of the gate was reclaimed from forgotten ruins and imbued with new purpose by the Swarm.

Gruul Guildgate
Land — Gate

This land enters tapped.

: Add or .

The scarred rubble around the gate is testament to past meetings of the Clans, summits that inevitably devolved into brawls.

Izzet Guildgate
Land — Gate

This land enters tapped.

: Add or .

Beyond lies the culmination of all Izzet projects, a grand experiment led by the dragon Niv-Mizzet himself.

Maze's End
Land

This land enters tapped.

: Add .

, , Return this land to its owner's hand: Search your library for a Gate card, put it onto the battlefield, then shuffle. If you control ten or more Gates with different names, you win the game.

Orzhov Guildgate
Land — Gate

This land enters tapped.

: Add or .

"We do not believe in hiding our wealth in the shadows. This is Orzhov, and this is how we reward greatness."

—Teysa Karlov, Grand Envoy of Orzhov

Rakdos Guildgate
Land — Gate

This land enters tapped.

: Add or .

Maze-runners who pass through the Rakdos gate leave behind their scruples and a significant amount of skin.

Selesnya Guildgate
Land — Gate

This land enters tapped.

: Add or .

The Selesnya welcome all to help them heal the city's wounds. The price, however, is devotion to the guild and a selfless belief in Trostani.

Simic Guildgate
Land — Gate

This land enters tapped.

: Add or .

Simic biomancers don't concern themselves with guarding a gate. Their ever-present creations are enough to ward off trespassers.