|Commander / EDH||Legal|
Printings View all
|From the Vault: Realms||Mythic Rare|
|Masters Edition IV||Rare|
|Promo Set||Mythic Rare|
Combos Browse all
Maze of Ith
: Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn.
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Maze of Ith Discussion
19 hours ago
Alright so one last update for today. I've finally decided to take your advice BrotherofTarmogoyf and added Phyrexian Arena to the main deck in place of Austere Command. There is some anti-synergy with Enduring Ideal and Luminarch Ascension, but the synergy with Solitary Confinement and the potential quickening of the early game with some card draw outweighs this significantly. I've also decided to switch out Maze of Ith for Kor Haven in the main deck. It sucks a little bit to pay 2 extra mana for basically the same effect, but it's not such a big deal once Enduring Ideal is cast. I also really like that you can tap it for mana because the deck was a little bit light on lands as it was. Maze of Ith might work its way back into the main deck, but probably not at the expense of another land. Need to do some more testing with these changes.
JaysomeDecks on No
1 day ago
I'm not sure if you're intending to put a full deck, or just leave it as is as a control core, but with your focus on Maze of Ith, I would suggest also including Tolaria West. It is essentially a land-tutor, as it only fetches a 0cmc card, but it is a fantastic way to dig your maze out of the 99.
Glaring Spotlight usually doesn't make the cut in most decks, but it is worth considering, since both maze and your commander need to target. A possibly better option would be Arcane Lighthouse, as it doesn't waste a card slot. It does, however, require mana to activate.
Oh, and possibly one of the most overlooked cards in EDH, Kor Haven provides yet another "Ith" effect, but with the added bonus of leaving the attacking creature both tapped and open to damage.
(If you don't like the old art, the Expedition print has fantastic art and is quite cheap by comparison. $25, but it's an option)
2 days ago
I hope this doesn't come over the wrong way, but 'it's a staple, so you should always play it' isn't a good argument. Sure, there is certainly 'intelligence of the masses' as to which cards are good, but factors like your specific deck, playstyle and metagame should be considered. As i said before, i think indestructibility is a very metagame-dependent feature: It's somewhat narrow since various cards can circumvent it, and requires your opponents to rely on a specific set of answers. So, if that's true for your metagame, go ahead. But keep in mind that your opponents will learn from their mistakes, and if they lack answers once, they might adapt by the next time you face them.
To give somewhat more specific advice, have you considered Heroic Intervention instead of Darksteel Plate? While being a one-shot effect, it has plenty of upsides: It answers a lot more types of problems (e.g. Swords to Plowshares, Maze of Ith, Control Magic, Strip Mine) and protects your whole board instead of just one creature. You always have mana floating anyway, so keeping the mana ready isn't a problem for you. As an instant, you can actually counter a problem that your opponent already invested mana and a card into. (I mentioned this before, Darksteel Plate gives them all the information beforehand and allows them to adjust their plans.) I also think it matters a lot for Omnath that Heroic Intervention only costs 2 mana, since every single point of mana counts towards his power. In addition to that, you only pay that mana once you actually want the effect. For Darksteel Plate you basically lose 5 power on Omnath upfront.
2 days ago
Oh and about Iona, Shield of Emeria I'm kinda against cards that are so broken that some players don't have fun anymore. My playgroups ok with her and that's just my personal taste.
2 days ago
3 days ago
I'm Mind Blown with the math, dang, I hope I don't have to count up to that someday.
5 days ago
cracks knuckles This should be fun! :)
One of the first EDH decks I ever played against was a Kemba voltron deck, and my pet deck has been my Judgment Day: Avacyn the Purifier EDH | *PRIMER* voltron list (which also might give you some ideas). There's a beauty in simplicity inherent in Voltron strategies. With some experience with Voltron, here are my thoughts on your list:
1) Generally speaking, it does work better to whack people with your commander, just to take advantage of that handy commander damage rule. But I understand that your non-reliance on your commander is the unique thing about this deck, so I won't suggest swapping commanders. That being said, I would test a few games with Sram at the helm, because he's one heck of a drug in this kind of deck ;)
2) Your creature base looks fine. The only major omission I see is the lack of Mother of Runes here. Ranger of Eos and Recruiter of the Guard can also be great tutors. And Silverblade Paladin is great for getting in faster damage and giving doubled Swords triggers...
6) With an average CMC of 3.4, I personally would not dare play as low as 34 lands (Maze of Ith doesn't count because it does not produce mana).
7) I would take a look through your equipment and cut the lower-impact ones. In any deck planning to win via combat damage, every single card needs to have a major impact when it hits the board. I've never found Deathrender or Haunted Cloak to do enough to justify their inclusion in my decks.
8) Double strike is your best friend in aggressive decks. I am currently loving Duelist's Heritage (though many of the best options are in boros colors alas).
9) Your primer seems like a good start! :)
5 days ago
Humility is definitely needed in a deck like this. Also Dueling Grounds is great to protect the planeswalkers (especially with Maze of Ith). Ensnaring Bridge is perfect too, my nr 1 tutor target for Tezzeret the Seeker (why isn't that in there?)
You could also think about your choice of planeswalkers. You seem to play quite a few that do creature related stuff while you play only 9 creatures in the deck, so these mostly rely on creature producing cards to do anything good. I would rather go for a more or les creatureless strategy and use the tokens as protection, not as requirement for some of the walkers to be good. If you aim at the ultimates only, Academy Rector to get Doubling Season is a good trick.