Maze of Ith

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Eternal Masters (EMA) Rare
From the Vault: Realms (V12) Mythic Rare
Masters Edition IV (ME4) Rare
The Dark (DRK) Uncommon
Promo Set (000) Mythic Rare

Combos Browse all

Maze of Ith

Land

: 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

benettnash on Xenagos Fight Club

14 hours ago

IN:

Ghost Quarter, Tectonic Edge: Need protection from Maze of Ith, Mystifying Maze and Thaumatic Compass  Flip - they just shut down this deck.

OUT:

Temple of the False God, Opal Palace: The least relevant colorless lands.

The_Baneslayer on IntruZur Alarm | Zur EDH

3 days ago

Suns_Champion

I love him as a commander, for the reasons you stated and that I can get Ad Nauseam to work in commander (been trying for ages but had a oh duh moment)

He is such a flexible commander its insane, I'd never expect a combo deck like this to be how he would be used. That is not a bad thing and I really like the idea. You can build him in almost any way you want. You want to run a lot of tokens? Well he can tutor out Intangible Virtue as well as other enchantments that help them, or esper control, and tutor out Banishing Light and other enchantment removal to clear the board for a powerful Zur. He is used a lot but I think you'd be hard pressed to find two Zur decks that are the same! I don't know if I;m going to build my Ad Nauseam deck with him, but if I do my friends are going to haaaaate me!

Another card to consider is Maze of Ith to prevent his death should your opponents board state be much better than yours

Gypsyhatten on alesha testtest

5 days ago

Switching to English, thanks Tappedout.

None of the following recommendations/cuts are as important as they were with Karametra, since this deck is built on a solid ground and only needs a better defined game plan.

You have three archetypes to choose from, and you should focus on one or two of them. Trying to build all three will be too inconsistent.

  • Aggro - win by dealing 40 damage to everyone through combat damage and Purphoros/Blood Artist effects. Alesha is used to punch things and reanimate token producers/anthems/beaters.

  • Control - win by taking care of threats and staying relevant until late game where you outvalue whoever's left. Alesha is used less for combat damage and more for reanimating value/removal.

  • Combo - win by assembling an infinite combo. Alesha is mostly just there as a backup plan in case a combo piece is stuck in the graveyard.

I would recommend going for either aggro-control or combo-control.

Utter End - being able to target anything is very strong

Duplicant - one of the best creature-based removal cards

Wear / Tear - similar to Duergar Hedge-Mage but casts for 1/2 when you really need it, or a two-for-one for 3 mana at instant speed

Rakdos Charm - instant speed graveyard hate, or cheap removal, or a way to kill someone who's going wide and is about to win

Painful Truths - very good card draw in 3 colors

Toxic Deluge - the best creature board wipe in the game

Merciless Eviction - amazing against artifact decks, amazing against enchantment decks, amazing against reanimation decks, amazing against indestructible and very good against everything else

Chromatic Lantern, Commander's Sphere, Coalition Relic and Darksteel Ingot - good mana rocks for 3, prioritize from left to right

Fellwar Stone and Talisman of Indulgence - good mana rocks for 2

Animate Dead - reanimation for 2 mana is just too good to pass up on, fun with Sun Titan

Path of Ancestry - it's a strictly better Nomad Outpost

Ash Barrens - 1 mana for colorfix can help many bad hands, and lategame it's an untapped land

Mana Confluence and City of Brass - worth it when you're 3 colors, the lifeloss rarely matters but being able to play out your hand does matter

Clifftop Retreat - only checkland you're missing

Hanweir Battlements - colorless land is not great when you're 3 colors, but haste on Alesha is strong

Fervor - good source of haste, not as easy to remove as Lightning Greaves

Key to the City, Reconnaissance, Maze of Ith and Iroas, God of Victory - good way to keep attacking with stuff

Siege-Gang Commander and Ponyback Brigade - many tokens for just one ETB, deals 8 damage with Purphoros, God of the Forge for each cast/reanimation

Beetleback Chief and Pia and Kiran Nalaar - less tokens but still playable

Ankle Shanker - good for getting damage past blockers

Zulaport Cutthroat and Blood Artist - useful when going wide and repeatedly reanimating stuff, makes board wipes hurt

Harsh Mentor - very strong hatebear, can stop some game plans entirely

Mirror Entity - strong anthem when most of your deck is power 2 or less

Mother of Runes - protection can either make one of your creatures unblockable or protect one of your creatures from spot removal

Drana, Liberator of Malakir - decent anthem for cheap

Purphoros, God of the Forge and Impact Tremors - useful when going wide and repeatedly reanimating stuff

Noosegraf Mob - up to 5 2/2s per turn and can be reanimated with Alesha

Enlightened Tutor - good for getting Skullclamp when you need card draw or Purphoros, God of the Forge when you need damage

Swiftfoot Boots - an extra pair of Lightning Greaves

Cathars' Crusade - very strong anthem when going wide

Behind the Scenes - good way to get past blockers, pump is expensive but can be done after assigning blockers which is neat for getting damage through

Elspeth, Sun's Champion - playable either for the board wipe or to get 3 tokens per turn depending on board state

Fiend Hunter - can perma-exile stuff repeatedly with sacrifice or protect one of your own creatures from a board wipe while getting an extra ETB

Key to the City, Reconnaissance, Maze of Ith, Iroas, God of Victory and Whispersilk Cloak - good way to safely get Alesha triggers and get cards in the graveyard without losing card advantage

Ayli, Eternal Pilgrim - decent way to get stuff into the graveyard while still getting value out of them, also good chump blocker

Liliana, Heretical Healer  Flip - a pretty good planeswalker that's a creature in the graveyard and can be reanimated

Hope of Ghirapur - can repeatedly stop or at least slow down a lot of decks

Sin Collector - one of few ways non-blue decks can deal with board wipes and huge swingy instants/sorceries

Feldon of the Third Path - slow without haste but a very strong effect once online

Leonin Relic-Warder - not as strong as Fiend Hunter but still useful in the same ways

Sunforger - lets you tutor up the most relevant removal and protection spells at instant speed, also get Mistveil Plains if you add this to get stuff back into your library

Strionic Resonator - works for double attack triggers with Alesha or double ETBs with anything else

Vampiric Rites - one of few sac outlets that provide solid value from its own effect

Flameshadow Conjuring - lots of extra value for only one mana per creature

Panharmonicon - doesn't work with some of your creatures, but solid value when it does

Assemble the Legion - decent wincon when your opponents are running out of gas

Elspeth, Sun's Champion - playable either for the board wipe or to get 3 tokens per turn depending on board state

Wayfarer's Bauble - not as fast as mana rocks but not as vulnerable against board wipes, good when aiming for slower wins

Fiend Hunter - combo with sac outlet + Karmic Guide or Sun Titan

Anafenza, Kin-Tree Spirit, Cathars' Crusade and Solemnity - combo with sac outlet + Murderous Redcap

Murderous Redcap - combo with sac outlet + Anafenza, Kin-Tree Spirit, Solemnity or Cathars' Crusade

Geralf's Messenger - combo with sac outlet + Solemnity

Viscera Seer, Carrion Feeder, Altar of Dementia and Goblin Bombardment - free sac outlets, the latter two can also weaponize most infinites

Zulaport Cutthroat and Blood Artist - weaponizes any sac-based infinite

Purphoros, God of the Forge and Impact Tremors - weaponizes all your infinites, lets you win with Kiki-Jiki, Mirror Breaker combos without having to go into combat

Mother of Runes - for protecting your combo pieces or sometimes making Alesha unblockable

Living Death - when you have enough combo pieces in the graveyard, resolving this usually lets you win on the spot regardless of which creatures your opponents get to return

Enlightened Tutor - another tutor for finding wincons

Village Bell-Ringer - combo with Kiki-Jiki, if you don't care about creatures being power 2 or less there's also Combat Celebrant, Zealous Conscripts, Restoration Angel and more

Reanimate - cheap reanimation in any archetype

Sword of Feast and Famine - ramp that lets you dump your hand as aggro

Vampiric Tutor and Demonic Tutor - tutors for combo

Sacred Foundry, Godless Shrine, Blood Crypt, Bloodstained Mire, Marsh Flats, Arid Mesa - standard manabase upgrades

Archetype of Finality - way too expensive

Palisade Giant - generally worse than a creature with "When ~ enters the battlefield, you gain 7 life", which you wouldn't want to run in the first place

War Priest of Thune - can't hit artifacts, would never want to reanimate it over other targets

Mortify and Return to Dust - good removal cards but you have better options in your colors

Diabolic Tutor and Gamble - 4 mana is a bit much for a tutor and the card disadvantage on Gamble combined with the fact that you might discard non-creature combo pieces makes it questionable

Meekstone - pretty stupid to disable your own commander, not really beneficial to your game plan since it lets slower decks build up board state while no one can/wants to attack

Felidar Guardian - doesn't do nearly enough outside of Kiki-Jiki, Mirror Breaker combos

Karmic Guide - you don't want to pay echo cost so it will rarely get to attack

Damnation, Day of Judgment and Wrath of God - you don't need that many board wipes in aggro

Felidar Guardian - doesn't do nearly enough outside of Kiki-Jiki, Mirror Breaker combos

Priest of the Blood Rite and Ravos, Soultender - doesn't do much for advancing combo wincons

Reconnaissance - your commander surviving is generally less relevant and your wincons don't care about combat tricks

Angel of Invention - anthems don't really do much outside of aggro

Big Game Hunter - you don't need that much spot removal

Dusk / Dawn - your creatures surviving doesn't really matter, you just want to wipe the board until you have a combo in place

Grenzo, Dungeon Warden - his ability is way too random, but it's fun and a decent manadump

Also, come up with a better title and description and try to keep your online list up to date with your deck IRL.

jimmynitos on Alesha, Who Smile at Triggers

6 days ago

Maze of Ith can be used to remove Alesha from combat after the triggered ability resolves, and Mystifying Maze don't, that's why I choose the first one :)

pupriley on Feline Force

1 week ago

Those are all very valid upgrades! Thanks for taking the time to lay all of that out!

I really do like the combo of Crop Rotation and Maze of Ith paired with Mirri. With that basically no one would be able to do combat damage as long as I keep on attacking with Mirri, Weatherlight Duelist only one creature can attack me per turn, then I can just negate that damage of the single attacking creature with Maze. It's absolutely brilliant!

I have a few cards in my deck that would benefit from being brought into the battle field multiple times so Fleetfoot Panther would fit in perfectly~

I was also thinking of bringing the Kladra set into this deck. Those cards being Helm of Kaldra, Sword of Kaldra and Shield of Kaldra. These cards are impressive (to me at least) on their own besides the fact that they are pretty mana heavy, but I think I can work around that. If I am able to get them all on the field than I would a pretty beastly Kaldra token that is 9/9 with first strike, trample, haste, indestructible, and has the ability to exile each creature she attacks! What is everyone's opinion on this combo?

Valius on Feline Force

1 week ago

I wouldn't say it's the runt of the litter so much. You just have to pick a theme. The three generals pretty much tell you exactly how to play the deck in one of three ways, so it's a matter of deciding which you like better and swapping out less helpful cards for better ones.

I chose to stay with Arahbo, Roar of the World but I'm sticking with the Equipment theme. It's mostly still tribal with the inclusion of guys like Stoneforge Mystic and Puresteel Paladin, as well as some specific tutors. I could just as easily chose Nazahn, Revered Bladesmith as my commander instead, but I like Arahbo's free Giant Growth.

But since you have Mirri as the lead, she doesn't lock you into a tribal strategy, so you can totally drop in token makers like Mycoloth (who just loves all the Ajani planeswalkers), Rhys the Redeemed, and the like. Honestly at that point I'd just rather run Rhys as the commander though.

Arahbo and Nazahn provide better utility overall, I think, unless you want to try to Crop Rotation a Maze of Ith with Mirri, Weatherlight Duelist as your go-to combo. But that's my biggest suggestion if you want to remain tribal.

On that note, I recommend Fleetfoot Panther and Sabertooth Nishoba. The former has flash and can either save a creature, let you reuse an ETB, or even bounce itself for a 3cmc removal when paired with Qasali Slingers or Aura Shards. The latter is just a good beatstick with good evasion - a bit lesser known. Also, a monsterous Fleecemane Lion equipped with Worldslayer has won me nearly all my matches.

Anyway, my deck has served me well, so feel free to check it out for ideas if you want.

Ocelot44 on Down Boy

1 week ago

Have you considered running Inspiring Statuary? Your curve might not be very high, but its always funny hardcasting All Is Dust or Eldrazi Conscription with nothing but your artifacts

Speaking of which, All Is Dust is pretty great in an artifact build like this

I'm also pretty amazed you aren't running Sword of the Animist! This card is hilarious, especially when you're a mono-colored deck and you run 26 basics. Goes great with Strata Scythe as well

You might want to run Strip Mine or Dust Bowl so you don't lose to Maze of Ith

Themysteriousone on Jarad Sacrifice Everything

2 weeks ago

If you want something different Lifecrafter's Bestiary is really cool new addition you can add to the deck. If you want to keep mana ramp then Commander's Sphere does that as well as give you a draw card when you don't need it anymore. Another neat new addition Thaumatic Compass could keep you good land wise, and let you tutor for any lands and be a Maze of Ith late game.

Also I would switch Golgari Germination with Awakening Zone as it does everything better.

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