Geometric illustration of ten guild banners on city towers around a winding gate under a green dusk
Released · Set Guide

Dragon's Maze

All ten guilds in one small set, split cards you can cast together with fuse, and a land that wins the game.

ReleasedMay 3, 2013
Set CodesDGM
Mechanics2
Release dateMay 3, 2013
Set codeDGM
Cards156
BlockReturn to Ravnica, set three of three

All ten guilds race the maze

What this set is

Dragon's Maze finishes the Return to Ravnica block by bringing all ten guilds together. In the story each guild sends a champion to run a maze across the city, and the set has a legendary champion for each guild.

Fuse is its new mechanic. A fuse split card can be cast as either half or, from your hand, both halves at once for the combined cost. Wear // Tear is the one Commander players still use. Maze's End, a land that wins the game once you control ten Gates with different names, is the other famous card.

The draft format was one pack each of Dragon's Maze, Gatecrash and Return to Ravnica, so drafters could build any of the ten guilds. It is a small set, and much of its power level came from the earlier two packs.

Themes

Every mechanic in Dragon's Maze

New

Fuse

On split cards: cast either half, or, from your hand, cast both halves together by paying both costs. Casting from anywhere other than your hand only lets you cast one half.

Returning

All ten guild mechanics

Detain, overload, unleash, scavenge and populate from Return to Ravnica, and battalion, cipher, bloodrush, extort and evolve from Gatecrash, all back on a few cards each.

Where You Can Play It

Format legality

Dragon's Maze shipped under a single code and is Pioneer-legal along with the rest of its block.

Not Standard-legal. Standard only ever holds the last few years of sets, so everything this old has long since left it. These cards are still playable in Pioneer, Modern, Legacy, Vintage and Commander. Commons from any set are Pauper-legal; that isn't listed per set here.

Limited

The draft format

Drafted as Dragon's Maze, Gatecrash, Return to Ravnica. All ten guilds were open, and the guildgates made three-color decks possible.

Any of the ten guilds

Two colors, plus a splash

The first pack points at a guild and the next two packs decide whether it is Return to Ravnica or Gatecrash's half of the city. Gates and fuse cards smooth a third color.

Commanders

The most played commanders from Dragon's Maze

The legends this set is best known for. Tap one for its printings and what it costs.

Boosters, precons and singles from Dragon's Maze are on TCGplayer.

FAQ

Common questions

What is fuse in Magic?

A fuse split card lets you cast one half or, from your hand, both halves together by paying both costs. It debuted in Dragon's Maze.

How does Maze's End win the game?

You pay {3}, tap it and return it to your hand to search for a Gate and put it onto the battlefield. If you then control ten or more Gates with different names, you win.

Is Dragon's Maze legal in Pioneer?

Yes. Pioneer begins at Return to Ravnica, and Dragon's Maze is the third set of that block.

Playing Dragon's Maze in Commander?

TurnZero HQ keeps deck records, MMR, and moments for every Commander night, so you can see which new cards are actually earning their slot.

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