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Mana Maze Discussion
4 hours ago
but probably the best way (besides Door to Nothingness effects) is to tax their hand, with cards like Oppression, Pain Magnification, Painful Quandary etc ... limit the usefulness of ramp ... and while MLD like Wake of Destruction can be crippling, mass or targeted removal of rocks and dorks can have a similar effect, while being more useful overall.
2 months ago
This is Bean.
- Counterbalance (price for this on here is wrong, it's like $5 on tcgplayer. In fact, a lot of these prices are wrong)
- Frozen AEther
- Mana Maze
- Leyline of Anticipation
- Animate Dead
- Dance of the Dead
- Copy Enchantment
- Aura of Silence
- Arcane Laboratory
- Tainted Remedy
- Oblivion Ring
- Banishing Light
- Sphere of Safety
- Spirit of the Labyrinth
- Aegis of the Gods
- Eidolon of Rhetoric
- Supreme Verdict
- Rhystic Study
- Mystic Remora (Combos with Solemnity, as does any cumulative upkeep cards)
- Phyrexian Etchings
- Mind Harness
- Enlightened Tutor
- Dance of Many
- Pendrell Flux
- Vile Consumption
- Mana Web
- Praetor's Grasp
- Oppressive Rays
- Aqueous Form
- Suppression Field
- Future Sight + Sensei's Divining Top + Etherium Sculptor or Helm of Awakening = draw you whole deck
- Stasis Snare
- Temporal Isolation
- Spirit Mantle
- Starfield of Nyx
- Phyrexian Unlife (play this first) + Ad Nauseam = Draw your whole deck. Unlife says: you can't lose the game for having 0 or less life, and all damage to dealt to you when below 0 life is instead dealt in poison counters. Ad Naus doesn't deal damage to you, it's loss of life and so you can pay as much life as you want, draw your deck, and not gain any counters. Works fantastically with all the Propaganda/Sphere of Safety effects, if you run them. Worst case scenario, just put Solemnity out and you can't gain poison counters :D
More expensive options, or later upgrades to the deck:
- Show and Tell + Omniscience (can allow you to potentially cast any number of game ending combos, i.e. Enter the Infinite + Laboratory Maniac + draw)
- Serra's Sanctum
- Dark Depths (combos with Solemnity)
- Idyllic Tutor
- Runed Halo
- Greater Auramancy
- Bitterblossom + Contamination
- Leyline of the Void, can also combo with: Mindcrank + Bloodchief Ascension, infinite combo while it exiles opponents libraries since Leyline of the Void is out.
- Leyline of Sanctity
2 months ago
I think that a two card infinite combo (even if it eliminates one opponent at a time) would be pretty dissatisfying to lose to, especially because Rest in Peace is already worth running entirely independently of Helm of Obedience, which as far as I can tell is, conversely, only worth running for the combo.
Also, I have to say - considering I assume this deck will be proxied, a few of the more expensive cards are irking me. I don't run Cavern of Souls in Intet or Stoneforge Mystic in Marchesa because they're too expensive for me to actually acquire. I'm down with proxies, but when they start being straight upgrades over cards I'm running due to my own budget...
Because Ojutai doesn't draw cards, you could also consider anti-draw tech (Something like Uba Mask?). This is a risky idea because obviously, as a control deck, you're trying to draw cards. However, UB gives you the spicy option of Spirit of the Labyrinth alongside Tomorrow, Azami's Familiar - which turns all of your card draw into even-better-than-card-draw and gets around cards like Spirit.
It seems like you're going light on the creatures, for obvious reasons, but either Eidolon of Rhetoric or Rule of Law are also good options for fucking up combos or decks trying to cast a lot of cards in a turn (like Treva or Nekusar). Mana Maze serves a similar function.
Last comment: I personally took Swan Song out of my similarly controlly Intet deck because it was too much of a liability to give an opponent a blocker for my commander, who normally gets through with evasion and serves as a win-condition/draw (similar to Ojutai).
3 months ago
@Human_Wizard - I'm just going to go ahead and ignore your blatantly confrontational tone and respond to the points you raise one at a time.'The first thing you wrote about was a response about the "turn 7" I mentioned. I apologize for not not being more clear about this before. What I should have said that I believe Arcanis really comes into his own in the later stages of the game. Unlike the common mono U options, Arcanis doesn't need the 99 to operate in specific ways when he comes out to generate insane value. Arcanis is greedy, but he's got inevitability. That's the reason you play him.
When I mentioned turn 7, I didn't mean this was the turn you could finally activate Arcanis. I'm familiar with how ramp works in the game. I brought that number up as a time you could legitimately look to start doing great things with Arcanis. The turn 7 here was used completely anecdotally and should not be taken as anything more than that.
As far as the stax goes, the deck only sports a light package. If you really wanted more opportunities to interact outside of those pieces, you could drop the orbs. The hate pieces don't actually turn off the deck in the manner that you imply, however. You can still combo out with Mana Maze on the field. Worst case scenario, you wait to Zenith someone on their upkeep. Cursed Totem is annoying at times, but it's not impossible to get rid of via things like Chain of Vapor, Transmute, Reshape, etc and its effect is strong enough to warrant inclusion. Finally, I think it's fundamentally wrong to criticize stax pieces as being meta-dependent. If you're making your own list to suit your group, you're surely going to take a look at all narrow cards in the list. Take Flusterstorm, for example. Great card, but it's feasible that it doesn't do enough work for you to want to include it in your meta. Given how limited mono-U's access to good stax pieces is, I included pieces here that work against a wide range of strategies in cEDH.
Although I advocate for greedy Arcanis lists, I think Pemmin's Aura goes too far. It's just not reasonable to expect to be able to play a 6-mana general, enchant it using a 3-mana enchantment, and then start sinking even more mana into the guy to draw cards. This is also dead in hand if you can't get to a position to use Arcanis. Minamo, School at Water's Edge does this fine with very little downside.
As for Laboratory Maniac, if you can draw your deck, you can get the pieces to kill the board anyway. What's the purpose behind Lab Man? I'll be honest with you, if I'm just playing the game, I'd rather be staring at Zenith than Lab Man in my hand.
Finally, if you can make improvements on any list, be it mine or someone else's, you totally should! I think it would be awesome to have a more open discourse about cEDH. I'll be honest, I'm not in love with a prevailing attitude here and on cEDH where people seem to accept grandfathered ideas as the best options.
3 months ago
I built something that might be a bit more chaotic then you're aiming for. There are a ton of good enchantments in Zedruu's colors that just make the game crazy. Cards like Grip of Chaos, Eye of the Storm, Confusion in the Ranks, Teferi's Realm and Mana Maze just totally wreck everyone's game plans and make for a very interesting game. My deck is less group hug and more plain old chaos though. Check it out if you want any ideas: Chaotic Neutral Goats.
4 months ago
http://tappedout.net/mtg-decks/keranos-blood-moon/ This is the deck that was featured in one of the Lab maniacs youtube series (cEDH super fun to watch). You basically get cards like Back to Basics, Mana Maze, Winter Orb and co so that you can slow down the game and then win via Isochron Scepter, Lightning Bolt and Paradox Engine
6 months ago
A suggestion Mana Maze. I can't find a spot for this card yet but I do enjoy it in 5-colored decks. It makes your Sliver Lord uncounterable.
7 months ago
Mana Maze can really make people sit back and think.
Also, played against someone who put out Knowledge Pool...that was quite interesting and fun. More fun because it let me win using the C16 Cascade commander.