Root Maze

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern 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
Tenth Edition (10E) Rare
Tempest (TMP) Rare

Combos Browse all

Root Maze

Enchantment

Artifacts and lands come into play tapped.

Price & Acquistion Set Price Alerts

10E

TMP

Ebay

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Root Maze Discussion

Monti_Jones on 4C Yisan

5 days ago

Nice list! Looks like blue blood pod! Just a few thoughts:

mmcgeach on The Great Radhaggro

1 week ago

Alright. Trying Root Maze again.

Also, am I crazy to want to play Vivien Reid ? The -3 looks good and +1 to find a hate bear every turn, or a mana if you really need one, is pretty good.

JohnnyCRO on Intet of Infinite Dreams | Primer

3 weeks ago

Null Rod has the advantage of leaving lands alone, which could be helpful if you can consistently outrun greedier manabases with fewer lands. Its main disadvantage is that it cripples Top and Scroll rack. If you think the upside is worth it, then maybe give it a run. Otherwise I would stick to Root Maze. Seeds of Innocence is cool, not costing too much and it might be a good call. However its sorcery speed, cmc of 3 and cost are considerable drawbacks. By all means, test it, but mind these problems and take note how much they do or do not influence its use.

Guttural Response, along with Pyroblast and Red Elemental Blast, is a high ceiling, low floor kind of card. In a predominantly blue interactive meta, it's a must have that wins counterwars out of nowhere because of its low and liberal mana cost (it might as well be in a deck like this). Outside of that, its virtually useless. So yeah, if your meta really has that much blue and interaction, it's a great pick. But it's one of those cards I think you should swap between games if you're going into a casual pod simply because even if your deck is strong there, topdecking a card that's as close to useless as a playable card can get feels bad.

hkhssweiss on Intet of Infinite Dreams | Primer

3 weeks ago

Hey thanks for getting back to me JohnnyCRO!

Yeah I used to run Natural State, the more games I played, the more it seems Autumn's Veil has been under performing. That might be actually swapped out soon, Stubborn Denial is generally great, but I'll most likely add in Flusterstorm first my meta is fairly high level so our decks are tuned for fast paced matches.

Root Maze is an amazing card and definitely slows downs decks, most notably Tymna/Thrasios Paradox and Storm decks. It considers testing as I do have two spare copies laying around. I am wary of running Null Rod due to running Scroll Rack and Sensei's Divining Top, I don't really care for my mana ramp if it stops other people from using their artifacts which is why I think Seeds of Innocence is better in this scenario.

I'm also thinking of just running Guttural Response cuz...well I like split color cards and in a blue heavy pod, it's cool to have :P

JohnnyCRO on Intet of Infinite Dreams | Primer

3 weeks ago

Glad to hear a good feedback!

I never doubted the deck would wreck casual tables, moving on.

Because the deck "seems to like" to tap out I think that more cheap interaction would be a good idea. Cheap interaction seems to be working well for you, And as the meta gets stronger, solutions like Flusterstorm and Stubborn Denial will likely be more and more appealing. For a casual meta Stubborn Denial would be by the best IMO bc it's a Negate, while Flusterstorm is the worst because it's unreliable to stop creature-based wincons and wins with spare mana. In cEDH however, Flusterstorm is the best by far because it's almost impossible to counter it. Flusterstorm or Stubborn Denial can probably be decent alternatives to Dispel on any level tho, and giving them a shot in its place would be more than OK. It might also be wise to free up an extra slot and test each pair of the 3.

Hmmm, I would advise against going full-on stax; most usual tools I can think of right now either hurt you as much as they do everyone else or they cost you enough tempo to miss the point even though they might work well. However cEDH likes artifacts, and you don't happen to play many which is good here. Root Maze might be your jam. The deck seems like it wants its lands, but it doesn't seem nearly as dependent on hitting land drops and early ramping as some other decks are. It would slow you down significantly, but it would stop storm and most combo decks I can think of right now. Null Rod is also very neat if you can afford a copy, and for this deck it works better than Maze bc your land ramp is online and when comparing just lands, your deck is used to getting more out of those than an average deck at cEDH level. Also, consider Natural State. Its 3cmc limitation isn't crucial. Though missing some high-cmc artifacts like PEngine or CVeil, the ability to remove a pesky combo piece or crucial ramp piece for just seems like something Intet might want access to. Generally when talking cEDH (or anything close to it), going rate for removal is 1 mana. For 2 mana some bonus is to be expected (like exile or extremely wide array of threats it can deal with). At 3 mana there must be a very good reason to play it if it doesn't destroy multiple targets. So Krosan Grip and Beast Within could go out for something cheaper, something that you can easily slip by as you nearly tap out to do your stuff. Root Maze, Null Rod and Natural State being my personal recommendations. But whatever you pick, go for cheap removal/stax that targets artifacts specifically.

Josmith2019 on Sisay Stax/Combo

1 month ago

Building my deck based on this with a few unofficial sideboard pieces to combat a gitrog deck in my meta which I'm usually just 1v1ing because the rest of our meta isnt reallt up to power. However while I'm making these cuts I notice you dont have blasting station or reki or cloudstone which are some major pieces for inventors fair lines. So I'm confused where they in and got taken out, or just were never in there and you mentioned them just as possible choices? Also how do you feel about the changes I made to combat gitrog: Root Maze Darksteel Mutation and Rest in Peace. And also wondering why there a lack of eternal witness effects?

multimedia on Fort Estrid

1 month ago

Hey, looks good, but you've left out one of the best interactions with Estrid, enchant land Auras. These let you generate lots of mana thanks to Estrid's +2 ability of untapping all enchanted permanents. These Auras are also good with the pillowfort strategy since this strategy requires a lot of mana as well as to take advantage of having more mana while your opponents stuff is tapped down. They're also good with Enchantresses for draw since they're enchantments.

A nice interaction with these Auras is to get value from Estrid's +2 the turn you play her if you have some lands that are enchanted. Root Maze is quite powerful with Estrid's ability to untap enchanted lands or make any permanent (land) be enchanted. With these Auras Maze disrupts your opponents much more than it does you. You're not playing very many artifacts either which is good with Maze.

Cards to consider adding:

These are not all the Auras, but these are the best ones for making ramp with Estrid. They all create at least one extra mana when the enchanted land is tapped. Overgrowth, Reflection and Festival make three mana by tapping the land they're enchanted with.

Cards to consider cutting:

  • Sunscorch Regent
  • Archetype of Endurance
  • Arixmethes, Slumbering Isle
  • Chameleon Colossus
  • Novablast Wurm
  • Serra Avatar
  • Arcanis the Omnipotent
  • Spawning Grounds

Good luck with your deck.


Kholek on Selvala, Explorer Returned (Competitive)

1 month ago

I did take Winter Orb out. I find it slower than Static Orb and the effect from static orb to be more punishing. But it is just as punishing to me. hmm...

Just learned about Carpet of Flowers effects. and the fact that there are two main phases in your turn. that could be really good.

Root Maze... I'm on the fence about. I can see it's value early game. something I will have to consider.

Thanks again for your wisdom!

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