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Friday, October 20, 2017

Commander Review: Dragon’s Maze – Final Detainment, Lavinia of the Tenth

April 13, 2013 by  
Filed under Commander/General Ideas, Review, Strategy

Dragon's Maze Fatpack

Let the Fun Begins 

The final end game is here. Dragon’s Maze, the final expansion of the Return to Ravnica block is finally here. Like a contest of battle royale, Dragon’s Maze is the race for the ten guilds of Ravnica to determine who shall rule the whole plane. After finding the maze, Niv Mizzet announces the race to begin and each guild shall enter the maze run with a chosen champion of theirs. Thus with that, we ended up with the ten guild champions and potential Commanders. So for a series of upcoming articles, we will be reviewing each of them and their potential as an EDH Commander individually.

 

Let the Race Begin

Maze's End

Ensuring Order for the Chaos

Created by Azor I, the founding guild leader of Azorius Senate, the maze was created to determine who rule over Ravnica should the Guildpact dissolved. As that already happened during the first visit to Ravnica, order was not ensure with the new non-magical Guildpact. As Niv Mizzet and its gang had now found and activated the maze, thus the name of Dragon’s Maze, the race to find out which guild shall rule all had finally begun. Like their guild leaders, each champion represents their guild colors and ideologies accordingly. Dubbed the maze runners, each of them needs to run through the guild gates in a certain pattern in order to reach the Maze’s End and acquire the power for their guild’s dominance over Ravnica. As each guild is eager to dominate over the rest, the maze runners are also met with obstruction from members from the other guilds. The maze runners from each guild are as follows.

Guild

Maze Runners

Azorius Senate

Lavinia of the Tenth

House Dimir

Mirko Vosk, Mind Drinker

Cult of Rakdos

Exava, Rakdos Blood Witch

Gruul Clan

Ruric Thar, the Unbowed

Selesnya Conclave

Emmara Tandris

Orzhov Synicate

Teysa, Envoy of Ghosts

Izzet League

Melek, Izzet Paragon

Golgari Swarm

Varolz, the Scar-Striped

Boros Legion

Tajic, Blade of the Legion

Simic Combine

Vorel of the Hull Clade

 

Final Detainment – Lavinia of the Tenth

Lavinia of the Tenth

“We can’t control enemies who have no regard for their own survival.”
—Arrester Lavinia, Tenth Precinct

Azorius Senate Champion, Lavinia, was a lawmage sent to arrest Jace during his course of time in Return to Ravnica storyline. She has earned the title of Top Arrester prior to her being the Maze Runner from Azorius. Maybe due to her title, she has the guild mechanic, Detain, in its finest form. For 5cc, for the first time you summon her from the Commander Zone, you could lock down all your opponents’ 4cc or less permanents for till your next turn. Combo correctly with Blink Style, she could be a very good Commander to lock down your opponents in a Prison Style deck. Her color identity is best suited for both Blink and Prison style. She also has the bonus of having Protection from Red to avoid being burn away, although if you are planning to abuse her lock down enter the battlefield effect, protecting her is just an understatement. This is due to the fact that every time someone tries to off her with non-Red effects, you would be “forced to” protect her by blinking her out and dodge that effect, and then detaining all those 4cc or less permanent of your opponents when she comes back.

 

Blink Prison

Deadeye Navigator

Ferrying the defeat to your opponents

A good fact about Detain is that it only permanents on your opponents’ sides. That said, blinking out and in Lavinia will and only locks down your opponents’ 4cc or less nonLand permanents. Detain also affect even mana abilities of the targeted permanents, so there will be no escape for opponents’ Sol Rings which will all be lock down too. Below are some ways to abuse the blink effect to achieve the soft lock on your opponents. As can be seen, a lot of them are at the converted mana cost requirement for Isochron Scepter Imprint, thus making prolonged lock possible.

Spell

Remarks

Cloudshift

Exile target Creature you control, then return it to the battlefield under your control.

Conjurer’s Closet

Blink a Creature you control at your every end step.

Deadeye Navigator

Once soulbond keep your opponents’ 4cc or less stuff detained.

Flicker

Exile target nontoken permanent, then return it to the battlefield under its owner’s control.

Flickerform

Aura which grants enchanted Creature to blink itself and all Auras attached to it, returning the Creature with the Auras attached to it to the battlefield under their owner’s control at the beginning of the next end step.

Flickerwisp

Blink another target permanent as it enters the battlefield, returning that permanent to the battlefield under its owner’s control at the beginning of the next end step.

Ghostly Flicker

Exile two target Artifacts, Creatures, and/or Lands you control, then return those cards to the battlefield under your control.

Ghostway

Exile each Creature. Return them to the battlefield under their owner’s control at the beginning of the next end step.

Glimmerpoint Stag

Blink another target permanent as it enters the battlefield, returning that permanent to the battlefield under its owner’s control at the beginning of the next end step.

Liberate

Exile target Creature. Return it to the battlefield under its owner’s control at the beginning of the next end step.

Mistmeadow Witch

Creature form of Turn to Mist. Multiple activation of ability possible if you have enough mana to spare.

Momentary Blink

Exile target Creature you control, then return it to the battlefield under its owner’s control. This spell comes with Flashback 3U.

Otherworldly Journey

Exile target Creature. Return it to the battlefield under its owner’s control at the beginning of the next end step with a +1/+1 counter on it.

Turn to Mist

Exile target Creature. Return it to the battlefield under its owner’s control at the beginning of the next end step.

Venser, the Sojourner

The Planeswalker made for Blink style.

Venser the Sojourner

“Hey there bud, need a lift?”

 

Commander Potential

Lavinia has natural Protection from Red, meaning she is a little bit harder to get rid of. The normal burn way won’t work on her, although the other nonRed spell would still get her. A sneaky way to protect her using her Protection of Red is to use the spell. Whim of Volrath. The spell comes with Buyback so you could change the color she is protected from accordingly repeatedly. Using that way, you could use her to block all day and not die. Alas “Protection from” is not foolproof, EDH is full of board sweep to render it quite useless. Thus moving on, we come to her Detain ability which makes her very well suited as a Prison style Commander. This becomes especially imba when combining the Prison style with Blink style, creating an eternal soft lock on all your opponents. Thus if you are going with the combination of Blink + Prison style, Lavinia would be a good choice as Commander as you could pull her out whenever your combo is ready to blink her repeatedly. Otherwise, she could be a support Creature to other Prison style Commanders, like Grand Arbiter Augustin IV, whichever one sees fits. The later is a good strategy as you could interchange your Commander within the deck at the beginning of the game.

Grand Arbiter Augustin IV

“You are quite capable. Come help me . . . . . .”

 

We are not done Yet

Now we are done with Lavinia, but we are not done yet. Do stay tune for the next Dragon’s Maze Commander Review article for more review of the rest of the Guild Champions. Till then…..

This is yours truly, Edward “Reaper King” Leong, signing off.

:D~

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