Root Maze

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan 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
Tenth Edition (10E) Rare
Tempest (TMP) Rare

Combos Browse all

Root Maze

Enchantment

Artifacts and lands come into play tapped.

Root Maze Discussion

dingusdingo on Flex

2 days ago

Nice deck! A lot of neat combos tucked in here. I have some suggested edits for you though!

Mouth of Ronom is a card you could very easily run. Green doesn't have a lot of targeted removal, and the opportunity cost for playing it is extremely low. If you swap your forests for snow covered forests, you're golden

I'm confused why you're running a fetchland at all. You don't need color fixing, and the deck thinning is extremely marginal when you consider how much it can slow you down against cards like Root Maze Back to Basics Thalia, Heretic Cathar Blood Moon Magus of the Moon Frozen AEther Kismet

Some of the card draw you run is pretty inefficient or extremely expensive. I'm specifically looking at Seer's Sundial and Sandstone Oracle . Sundial costs you 6 mana for the first card, while Sandstone is always dependent on opponents hand sizes for card draw, making it unreliable (and also costing 7 mana). I'm also not a huge fan of Sea Gate Wreckage but the opportunity cost for running it is extremely low. Have you considered Memory Jar or Howling Mine ? With your massive mana production Memory Jar could allow you to draw 7 and dump your entire hand. Howling Mine will accelerate your draws much earlier, although it is symmetrical. Beast Whisperer could be a good replacement if you don't want to give advantage to opponents, you certainly run enough creatures to justify. Life's Legacy is also a solid choice, especially since you're already running Greater Good

You run quite a few basic land tutors, some of them pretty low card quality. When you have access to Gaea's Cradle and Nykthos, Shrine to Nyx , why are you spending mana and card resources looking for basic lands? Specifically looking at Cultivate Kodama's Reach Nissa's Pilgrimage Seek the Horizon Journey of Discovery and Yavimaya Elder . If you ran fewer than 40 lands in this deck, you probably wouldn't have to run so many cards to deck thin to help your top deck, you could pretty easily cut to 34-36 lands. I'm also not wild about the very high CMC Hour of Promise , but it does search for non-basics. I'm also not very hyped about Tempt with Discovery , if you are playing against even mediocre or up skill level opponents you will be paying 4 CMC to search for one non-basic land. You're only getting more than one land off Tempt against bad players, or against players who can drop a Gaea's Cradle or other super value land against you.

Speaking of ramp, you should consider running Priest of Titania as well as Karametra's Acolyte . Currently you are very vulnerable to Armageddon and Ravages of War , two cards that see play in stax decks (as well as others). Having Ramunap and Crucible is a good choice, but you won't have access to those every single game you get hit by Armageddon. You should really consider mainboarding Carpet of Flowers as well, its virtually guaranteed someone will be running blue in a pod of 4, and it will let you hit turn 2 Azusa, and provide more value as the game goes later for very small investment.

On the topic of Stax, your deck is super vulnerable to getting caught. Almost all your draw is 3+ CMC, you have basically no removal, and you run a barebones 0/1/2 CMC ramp package. Thorn of Amethyst Sphere of Resistance Winter Orb Static Orb Thalia, Guardian of Thraben Lodestone Golem all cause immense problems for your deck. I understand that if you start your draw engine, you can escape from underneath them by dumping lands with your commander, but what do you do if one of those stax pieces lands on turn 1? Going fast works against stax, but there's no way you're going faster than a deck that runs the full suite of 0/1/2 cmc artifact ramp (which most stax decks do). You aren't going fast enough to threaten a win on turn 3, so you need to include removal. Having no removal is also a huge problem when beatdown is your wincon. What do you do against Moat ? Or Island Sanctuary ? Or Solitary Confinement ? A single piece of removal in the form of an 8 cmc creature is just not gonna cut it against real decks.

I would also recommend casting a really critical eye towards anything 5+ cmc. Cards that cost that much that don't actively win or directly lead to winning are most likely not worth the mana investment or the card space, even though you are a deck that ramps mana and draws cards. To put it in other terms, there are better things you could be doing with that mana. Your primary win con costs 10 mana to cast, 20 more to use, for a whopping 30 mana. Its forcing you to run pretty low quality cards like Mana Reflection and Zendikar Resurgent to get to that absurd amount of mana, on top of 40 lands. Running lower CMC spells will allow you to free up those expensive CMC slots that only enable you to play other expensive spells.

A couple more cards in specific you should reconsider Akroma's Memorial Ring of Three Wishes . Memorial you can replace with Lightning Greaves as a haste enabler for Craterhoof Lines, and Ring happens to cost you 10 mana to get a single card to hand, 15 for 2 cards, 20 for 3 cards, which we would call inefficient.

Would recommend Staff of Domination , especially if you include Priest of Titania or Karametra's Acolyte . Opens up lines for infinite mana and drawing your deck, or just provides a solid dump when you have too much mana and nowhere to go. I would also recommend Eldritch Evolution as another strong tutor. Uncage the Menagerie and Weird Harvest are a bit lower quality, but potentially what you're looking for as well. And I can't stress enough, add some removal to your deck. There are plenty of hyper efficient 1/2 cmc removal spells in green, as well as creatures that pack removal on ETB, which combines well with all the green tutors you run.

majorappliance on Windgrace, Our Lord and Savior

6 days ago

cuz its cool when you splendid or world shaper and all those lands are untapped and useable. its helpful when you dont have to pay life for shocks and you can use tap lands the turn you play it. its good cuz you got terramorphic, evolving and fetches. its nice to have if an opponent plays Root Maze or Blind Obedience type cards.

Dwest_4 on Atraxa Stax

1 week ago

I’m still an extreme novice, but if you wanted to lock down the board with Stasis which is already in your deck,instead of the second copy of Root Maze , have Paradox Engine with all the artifacts, you might need to change it up a little, but Isochron Scepter allows easy infinite

Kiyomei on 京 An illusion? What are you hiding? (CEDH-$T4KS) 京

2 weeks ago

Hi, justindomingue

I'm glad you are enjoying the deck! So Root Maze or Fyndhorn Elves is a choice you regularly have to make and both are interchangeable with other Mana Hate or Mana producing cards... Generally depends on your turn order as going last will put you behind the most with Root Maze while opponents have already played lands or Artifacts, But going first will slow down Fetching and people that try to go for early explosiveness so let me explain my thoughts.

This all just comes down to what decks your opponents are on. If you are aware or even slightly feel like Generic-person or Generic-Deck wants to race you. You slam down the maze (Not if you're last). this mostly only applies to hulk decks or a few fast combo decks out there as most of them really only go live turn 3... While Hulk can occasionally go live turn 2 sure but that won't always happen either as there are still other people that could be holding answers (This also applies to Sphere/Orb effects as they only go live turn 2 to 3 really depending on your meta! But getting them out turn 2/3 can be crucial!)...

So with that said going for The Elf on your first turn is never really a mistake in most matchups... Because getting Derevi out on turn two means you can simply follow up by untapping a mana source and adding a Hate piece, in this case, the Root Maze .


About Academy Ruins , So this deck has a really low land count, to begin with, and not providing you with any colors Academy ruins is just not justifiable as it will hurt its consistency. If I had to make the choice the range or targets for both Sun Titan and Eternal Witness are far better... (and on a side note Sun titan can keep a Stasis alive and smash people hard!)

I understand in many scenarios you will lose Artifacts along the way but this card alone won't bring you back in the game and is very slow if you are getting wiped of Artifacts or focused, I am pretty satisfied with the land base except that I'm missing Horizon Canopy but I refuse to get me a Future sight or the ugly new one :'( (Soon I'll order the expedition).

justindomingue on 京 An illusion? What are you hiding? (CEDH-$T4KS) 京

2 weeks ago

Awesome deck! Just finished sleeving up a budget version of it! So much fun to play!

Question: what do you think is the optimal time to play Root Maze ? Suppose you have Root maze and Fyndhorn Elves in hand. Would you prioritize the elves on turn 1 to (maybe) get ahead of opponents or would you slam it on turn one to slow down everyone?

Also have you thought of Academy Ruins as late game recursion? I'm hesitant to fill a slot with Sun Titan or Eternal Witness but a colorless land seems okay with a flexible mana base.

Gidgetimer on Root Maze + Shock Lands

3 weeks ago

You are correct. Root Maze makes it so that lands enter tapped, regardless of if you meet some other condition that would make it come into play untapped.

notorius-B.D.A.W.G on Root Maze + Shock Lands

3 weeks ago

If a Root Maze is on the battlefield and I play a shock land (e.g. Breeding Pool ), can I pay 2 life and have it enter untapped? e.g. is it possible to order the effects it resolves Root Maze makes the land tapped, then the pay 2 life makes the land untapped?

I am thinking that regardless of paying life it will enter tapped because of Root Maze.

Monti_Jones on 4C Yisan

2 months ago

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

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Root Maze occurrence in decks from the last year

Commander / EDH:

All decks: 0,01%