Mystifying Maze

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2017 (C17) Rare
2011 Core Set (M11) Rare

Combos Browse all

Mystifying Maze

Land

: 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.

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Price & Acquistion Set Price Alerts

C17

M11

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Mystifying Maze Discussion

vhpiasson on Bruna Wants Hugs!

1 month ago

I've reconsidered Mistmeadow Witch and Arbiter of Knollridge. The first can be used with the same purpose as Mystifying Maze, and I was dumb enough to forget about commander damage, so life totals doesn't matter XD

Did some tweaks to try more ETB triggers for blinks, will try to playtest sometime soon.

Pill0w on Angels-MonoWhite

1 month ago

Fun list. I don't think you need Manalith and Star Compass, since you only have one color. I'd suggest replacing them with Sol Ring and Pearl Medallion(both budget friendly). More expensive options could be Thran Dynamo and Urza's Incubator.

Worldslayer is a very good card for when you have your commander out, since your entire board is indestructible. The advantage of having Avacyn, Angel of Hope is that your board stays alive when mass destruction/removal is used. You can abuse this: Wrath of God, Day of Judgment, Rout, Tragic Arrogance, Fumigate. I'd say you could put 6 of these kinds of spells in your deck.

You have a lot of angels, so you could also add Coat of Arms and Vanquisher's Banner or replace one of your lands with Path of Ancestry , naming angels. Speaking of lands, there are some utility lands you could put in, like Rogue's Passage and Mystifying Maze. There's a good land for ramp but it's a little pricier: Nykthos, Shrine to Nyx.

I hope these suggestions will help you, some are budget friendly, some a little less. Have fun.

ezigrelnos on Sram is Rather Fun~! (Budget EDH)

1 month ago

Here's a bunch of budget stuff I don't see mentioned

Cultivator's Caravan - Taps for Comes in untapped Draw a card

Prowler's Helm - Unblockable

Semblance Anvil - Mana Fix

Oketra's Monument - Mana Fix

Inspiring Statuary - Mana Fix

Relic Seeker - Tutor

Ogre's Cleaver - Damage

Inventors' Fair - Tutor

Mass Calcify - Removal

Karoo - Land

Mystifying Maze - budget Kor Haven

Ring of Evos Isle - Hexproof, costs mana but its more budget hexproof

Heirloom Blade - personal sram favorite, i built my creature list around this card Tutor Chain Option Sram

JuQ on Need help with my Selvala, Heart of the Wilds deck

1 month ago

Untapping Selvala is huge. Maybe you want to consider some of these cards Instill Energy, Nature's Chosen, Quirion Ranger, Scryb Ranger, Seeker of Skybreak, Wirewood Lodge, Umbral Mantle another equipment that enables infinite mana. For late game Patron of the Orochi. It's hard to tell how much untapping is enough, you'll have to playtest it.

Protect Selvala! (and any other creature deserving of it) Heroic Intervention is the best thing ever, Blossoming Defense is also amazing, Sheltering Word with the added value to get a lotta life from your fatties. There are many others, but those are probably the best in my opinion.

You have many lands and your commander is a super mana dork, I think you could cut some down to about 38 without having land problems, otherwise you should consider adding some fastbond effects. The first one comming to my mind for this deck is Wayward Swordtooth, then you always have the options of Exploration, Burgeoning, Budoka Gardener and Oracle of Mul Daya.

Speaking of lands, you will never be color blocked in a mono color deck, so I would go all in in the utility land pack: Reliquary Tower, High Market and Miren, the Moaning Well, Homeward Path, Mystifying Maze, Arch of Orazca... So many options!

Surrak, the Hunt Caller nice power for its mana and gives your guys haste, not many green cards give haste.

Yeva, Nature's Herald now this is a must include in a mono green deck. If you still need more flash Vedalken Orrery and Winding Canyons are amazing cards, but a bit more expensive.

Zendikar Resurgent, Vernal Bloom, Extraplanar Lens, Caged Sun and Gauntlet of Power are all great options for doubling your mana, but the best thing is Mana Reflection because it also affects Selvala, a bit expensive too.

Randomsome1 on You Don't Want To Draw Anymore

2 months ago

Definitely don't need 40 lands. If you want to still play safe, you can drop to 38. if you want to be a little risky, I think it can work with 35. A lot of good cards, but just because they are good doesn't mean they belong. Avatar of Woe, Trophy Mage doesn't fit to the whole theme. Myr Retriever, Heartless Summoning don't seem needed. Yes, you are milling yourself too, but none of your artifacts are necessary for they deck to function. Your curve is low too, so there isn't a big need for ramp more than the staple rocks. Then, you need to think about lifespan. Creatures die most, then artifacts, enchantments, lands. Next, How are you going to go about playing the deck. It doesn't seem like you will be attacking a lot, if at all. Raiders' Wake fits, but you already have a lot of cards that do the same thing and then some. you wont be triggering Raid a lot if it all.

Compare the CMC to the effect to figure out what else you'd want to take out.

Back to mana... oh boy. Opal Palace is really only good in Voltron with few exceptions. Path of Ancestry works best in tribal, it's pretty much Crumbling Necropolis in here. I think you can live without Exotic Orchard. I didn't see any theft cards in here that require you pay for the card. Mystifying Maze is a worse version on Maze of Ith especially if used on a card with an ETB. You have way to many lands that come in tapped. This deck can be fast, but tapped lands slow you down a lot more than you realize. They aren't worth it unless they have a crazy effect.

Academy Ruins does what Myr Retriever does. Drownyard Temple comes back from the grave. Mikokoro, Center of the Sea more card draw. Mirrorpool might be nice. Cabal Coffers and Urborg, Tomb of Yawgmoth is a staple combo. Thespian's Stage and Vesuva copy lands; something to keep in mind. Throne of the High City might work if you keep yourself protected. Reflecting Pool is too good not to have

Speaking of protection. I think you should really add Propaganda. you might like Primal Amulet  Flip. Find room for Wheel of Fortune, Magus of the Jar.

You'll need to find a balance of single card discard and mass discard. Too much mass discard will wiff, but too much single card discard will be too slow.

Rhadamanthus on Half resolved spells/abilities in multiplayer.

2 months ago

For your Living End and Warp World examples: In a strictly technical sense, the spell would stop resolving and any already completed actions would not be reversed. In a practical sense, the remaining players would say "no, that's stupid" and finish resolving the spell before dealing with the results of the player leaving the game (though for Living End they might decide to reverse it instead, depending on the situation). The remaining players likely wouldn't respond positively if the conceding player insisted they play out the technically correct result.

For your Mystifying Maze example: It's exactly the same as the Astral Slide example quoted by Boza, above. Because Maze was controlled by the player who left the game, they also would have controlled the delayed trigger. It doesn't get put onto the stack.

Barsan on Half resolved spells/abilities in multiplayer.

2 months ago

I think you may have misunderstood the questions, The player concedes during the resolution of his or her copy of Living End, does it stop resolving when it leaves the game? Are the actions that have already been completed reversed?

Warp World shuffles all cards from the battlefield, not just the cards of it's owner.

Mystifying Maze Creates a delayed triggered ability, I'm just not sure if that delayed trigger belongs to Maze or to the Exiled creature.

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