|Commander / EDH||Legal|
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|Commander 2017 (C17)||Rare|
|2011 Core Set (M11)||Rare|
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: Add to your mana pool.
, : Exile target attacking creature an opponent controls. At the beginning of the next end step, return it to the battlefield tapped under its owner's control.
Mystifying Maze Discussion
3 weeks ago
Fauna Shaman Hydra Broodmaster Flametongue Kavu Skyshroud Poacher Tireless Tracker Scavenging Ooze Manglehorn Harbinger of the Hunt Wolfbriar Elemental Huntmaster of the Fells Flip Yisan, the Wanderer Bard Gruul Spellbreaker Budoka Gardener Scryb Ranger Ulvenwald Tracker Quirion Ranger Ruric Thar, the Unbowed Buried Ruin Gruul Turf Kazandu Refuge Rugged Highlands Mountain Valley 2x Mountain 2x Forest
Dualcaster Mage Llanowar Empath Genesis Hydra Yeva, Nature's Herald Decimator of the Provinces Siege Behemoth Magus of the Library Brutalizer Exarch Duplicant Greenwarden of Murasa Loaming Shaman Golden Guardian Flip Burnished Hart Wood Elves Gaea's Herald Frontier Guide Diligent Farmhand Contested Cliffs Endless Sands Ghost Quarter Mystifying Maze Fungal Reaches Sheltered Thicket Raging Ravine Game Trail Memorial to Unity
My first update is focused on fine-tuning the deck a bit and getting rid of some of the obvious misfits with some needed staples and just new cards I thought would work. I decided to go all-in on the quick beatdown plan, so I added in some low-curve mana producers like Wood Elves, Magus of the Library, Frontier Guide, and Burnished Hart along with some heavy beaters and game-enders like Decimator of the Provinces and Siege Behemoth. I also added a bit more tutoring power with cards like Genesis Hydra and Brutalizer Exarch. I removed a bit of the Elf tribal suite because while it may be good in the early game, it won’t matter much if you get something like Skyshroud Poacher later in the game. I added Yeva, Nature’s Herald because having flash is crucial for a deck like this to really succeed—surprise allows you to dodge removal and play conservatively instead of walking into spot removal and board wipes. Speaking of flash, I can’t believe I didn’t consider Dualcaster Mage before—you may not be able to cast your own instants and sorceries, but Nikya doesn’t say anything about not letting you take other people’s! Golden Guardian I think is an excellent card in this deck—not only does it die easily to most of your powerful creatures, including your commander, but it transforms instantly into a land to boost your mana AND that pumps out Golems every turn with the extra mana you have left over. Finally, I also beefed up the land suite a bit to include some more utility lands—one thing I’ve realized is that the lands in this deck will have to carry some of the extra weight of you not playing spells. Contested Cliffs gives you access to extra removal, as many of this deck’s most powerful creatures are Beasts. Fungal Reaches lets you store extra Nikya mana for a big burst later on. Endless Sands is more insurance against removal and board wipes. And Mystifying Maze provides the deck with some much-needed defensive capability, once again helped by all that extra mana.
Something I’m struggling with is how much to focus on my beatdown plan versus an anti-control or combo plan. As it stands, this deck is well tuned for the beats but is weak against non-interactive strategies like storm or blink decks. Cards like Ruric Thar, Immolation Shaman, and Harsh Mentor would definitely put a crimp in their plans and stop them from going off, but they don’t really help toward Nikya’s goals much. Other cards like Runic Armasaur that are designed for the long game don’t seem at home in this specific version of the deck—I could see an alternate build though designed more with control in mind than beatdown. You’ll notice I’ve added a large Maybeboard of cards I want to include, but just can’t find space for.
2 months ago
2 months ago
Worldly Tutor there are not much cards similar to it aside from other tutors, Fauna Shaman got recently reprinted in UMA so it should be on the cheaper side. Woodland Bellower is a good tech card, but at 6 cmc and limited to non-legendary green creatures. Summoner's Pact was reprinted awhile back but limited to only green creatures as well. Green Sun's Zenith is also another tutor limited to also green as well. Yisan, the Wanderer Bard is a bit slow but has no restriction on what to grab except by the verse counters. The last one I can think of is also Buried Alive to get your pieces in the yard.
For TnT, the only other card that does something similar in bringing it out to play is Defense of the Heart, a bit slower but also brings in 3 creatures and dependent on your opponent's board state. So you might be better off on obtaining TnT.
3 months ago
Quicksilver Amulet, Belbe's Portal, Deathrender, Clone Shell, Summoner's Egg, Planar Bridge could help in getting your eldrazi out earlier, albeit at the cost of any "whenever you cast this creature" triggers.
Sword of the Animist and Solemn Simulacrum could help with ramp, and Mind Stone is a good colorless mana rock. Also if you find that you have a lot of mana sitting around before you get your big dudes out, Everflowing Chalice or Gemstone Array could be pretty good
4 months ago
Yeah, that happens quite often, even in the actual sets. There's an old story that Birds of Paradise's art was originally painted for Volcanic Island. The art didn't fit, so they made a new one for Volcanic Island. They created Birds of Paradise to fit the artwork.
Rampaging Primosaur: I love this idea: in a set that focuses heavily on "abilities matter", the "basic lands matter" ability is right on theme. I would like to see more "basic lands matter", if there's room for them in this set. I dislike excessively mathy cards, and that particular ability seems like too much. Let me suggest a replacement: Name it "Rampaging Imperiosaur", cost it at , and make it a 5/5 with Trample and "Spend only mana produced by basic lands to cast Rampaging Imperiosaur".
Sidenote: The classic Imperiosaur does have an ability, and much to the surprise of new players, is not affected by Muraganda Petroglyphs. This is unfortunate because it would have been a great candidate for reprint. If you use this Imperiosaur ability on other creatures, I would give them another ability so it's unambiguous.
Rapt Hatchling: This is another situation where you're hamstrung by art. This looks more like a sorcery than a 2/2.
Razor-edge Thicket: I first read this as Razorverge Thicket. I love the ability on this card. It could probably be cheaper, because the opponent can just make creatures Primal to avoid it. This brings up the next question: where are all the 2-toughness Flying Primal creatures? A Gatherer search for Core Set 2019, Flying, and Toughness <= 2, gives about 10 creatures.
Rebellious Torcher: Absolutely not. This card would be format-warping: that kind of repetitive land destruction, that early in the game would quickly put people to 0 lands, hoping that there's a Shock and an untapped land in their top 10 cards, or else they lose. Many games would end with that creature as the only permanent on the battlefield.
Saber-Spear Ambusher: This card has an unfortunate interaction, where it can first strike, and then bounce itself before the opponent hits them.
Sacrificial Dirk: It's a costly equip for a Gorgon Flail.
Shielding Heron: That hurts because I really enjoyed Muck Drubb. The ability was made useless once they decided that it can't be used to counter spells for invalid target. You don't want to make a card that's useless before it gets to paper.
Spigot-shell Mollusk: Beautiful art, it's sad that it's being used on a card few people would ever play. Maybe its ability should be free? I'd compare it to Death Cultist.
Spiral-shell Spawner: was mill going to be a theme for blue?
Stutter-spell: Significantly more powerful than Runeboggle. As a general rule, tacking "Draw a card" on to something costs . For the card I mentioned, it's Force Spike. Looks like you're tacking it on to Mana Leak, so the cost should be .
Submerging Shonisaur: I can't be sure, but it's probably too big to have protection, and evasion built in.
Swift Pterodrone: Are they called Pteron, Pterodon, Pteranodon, or Pterodrone? I think I've seen all of them. You and Wizards need to pick one and stick to it.
Territorial Lizodon: It seems too cheap to have the option to be a Canal Monitor. Should probably cost 5?
Vaerin Infantry: Seems weak. Can it be pumped to a 2/1? or 2/2?
Wantan Disaster: Check your spelling.
Xenophobia: The ability "Protection" has been deprecated. And if it wasn't, this would be crazy powerful in this set, as creatures with no abilities already have few redeeming qualities. This card needs a complete redesign.
4 months ago
Since I feel like you're going Vorthos with this deck, I'd recommend focussing on a Cruel Control theme using the Nicol Bolas instead. Currently I feel as though your deck could be a lot more focussed.
Add: Counterspells, draw and hard boardwipes such as Crux of Fate.
7 months ago
Hey! Thanks for the mention :)
Love the idea! In terms of pure win percentage, my deck definitely isn't the right way to go about things and I feel that a more defensive pillowfort strategy like you mentioned would net you much more wins.
While red/black aren't the best pillowfort colors in the traditional sense, they have a few cards that slow or disincentivize attackers; not to mention there are a few land and artifact cards that help too. No Mercy, Dread, Kazuul, Tyrant of the Cliffs, Maze of Ith, Mystifying Maze, Spires of Orazca (flipped from Thaumatic Compass Flip), Uphill Battle, Glacial Crevasses, Vow of Malice, Vow of Lightning, and Crawlspace just to name a few. Since most of the pillowfort cards are in white, another route could be playing a card like Queen Marchesa and running Xantcha in the 99.
I think the 8x8 theory is solid for most of these categories! I feel that the player controlling Xantcha dying is a rare enough occurrence (she'll probably get destroyed or another player could get taken out before them) that you might not need a full 8 slots dedicated to sacrificing her. If this does happen, you could always use your single-target removal on her and run a bit more of it. It's not ideal, but might save you from situations where you have a Viscera Seer or Ashnod's Altar and nothing to sacrifice with it.
Same goes with the politics and memes. Depending on your definition of memes, they could have a lot of overlap there too so you might not need to dedicate 16 slots in your deck to both of those (like Curse of Opulence, Sower of Discord, or Disrupt Decorum).
Overall I think you're on the right track and I can't wait to see what you end up with!
8 months ago
This is my first commander deck I got a few months back and have built it up slowly but am in dire need of help finishing it. I know it is slow and probably bad but I like it and it suits me just fine. I like how it can focus on the graveyard but the only strategies I have for it is the Duskmantle Guildmage and Mindcrank set and the Sphinx's Tutelage. I want to focus it on wizards mill where my wizards can help me use my graveyard getting back my instants and sorceries that help mill and draw using Sphinx's Tutelge. Other creatures can be added like Consecrated Sphinx but i'd like for creatures to be mostly wizard. Any help is appreciated.
Commander: Inalla, Archmage Ritualist
Mystifying Maze occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%