Spirit of the Labyrinth

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Hero Legal
Magic Duels Legal
Heirloom Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
MTGO 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
Born of the Gods (BNG) Rare

Combos Browse all

Spirit of the Labyrinth

Enchantment Creature — Spirit

Each player can't draw more than one card each turn.

Price & Acquistion Set Price Alerts

BNG

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Spirit of the Labyrinth Discussion

Mycomancer on Zur Esper Control

6 days ago

Aaeris, my assumption that I'll only be able to do the 'attack with Zur, tutor a 3-or-less cmc enchantment into play' trick a few times, it'll be more worthwhile to include the ones I "need", and not all the ones I "want". Also, with Spirit of the Labyrinth and Helm of the Host, you're asking that I trade a cheap card for a more expensive one. And as far as "bounce" effects go, my first Zur-tutor is going to be Vanishing, so I'm not too terribly worried about that. Thank you for your input, I will think on it some more.

Winterblast, I've edited some of the deck, and included Helm of Obedience in the deck.

Finally, I've edited some land, and plan on editing more. I need to get rid of the zombie lands, and focus the lands on getting more of my mana on the battlefield.

Winterblast on Stephans Zur v 3.1

2 weeks ago

I don't think you need Lion's Eye Diamond and Night's Whisper. With chains of mephistopheles in the deck, Impulse would be better than drawing, also Tainted Pact works as a bigger Impulse and as a win con with Lab Man and the mana base you have (only one copy per land name - exchange 1 Island with Snow-Covered Island). Dark Confidant is also nice for drawing without "drawing".

If you want to focus more on the draw lock you could play Spirit of the Labyrinth and Uba Mask as I do in my Circu deck. The lantern package with Lantern of Insight, Codex Shredder, Pyxis of Pandemonium and Ghoulcaller's Bell along with Future Sight might be worth considering then. These cards would act as a win con with Dramatic Reversal and Isochron Scepter and Paradox Engine could do the same trick. That whole package could replace the win with Lab Man, which feels a bit risky for a control deck imo.

Winterblast on Zur Esper Control

2 weeks ago

Spirit of the Labyrinth is too strong to not play imo. Even better would be Chains of Mephistopheles, the antisynergy with cantrips isn't that problematic when you consider it in deckbuilding and playing...on top of that Rule of Law, Arcane Laboratory and/or Eidolon of Rhetoric are really strong choices for a control Zur.

We have a control Zur in our local playgroup, if you want to compare:


Stephans Zur v 3.0

Commander / EDH* w00x

1 COMMENT | 20 VIEWS


It's in the tuning process, so not finished at all, but it already works fine. While Zur is a great engine, you shouldn't rely on him too much and you also won't need too many targets because being able to search two or three turns in a row must already be enough...you can't really expect to get more uses from the commander because everyone knows that letting Zur attack isn't a trick.

As for a win con, Rest in Peace/Leyline of the Void and Helm of Obedience is a solid choice for Zur because you can search for RIP with him.

Aaerys on Zur Esper Control

2 weeks ago

I honestly would try to jam more enchantments in. I would probably run 25 and cut Spirit of the Labyrinth since it makes you a MASSIVE target. It also makes cards like Sensei's diving top useless, you don't want cards which contradict each other. I would run Helm of the Host and more bounce effects since Zur is a massive target.

A win con is also useful, or else you'll have a stale board and the game can go for hours

SynergyBuild on Guru of Sac

1 month ago

Wait... what stax do you run? Stax is general, tax (Thalia, Guardian of Thraben, The Tabernacle at Pendrell Vale, Sphere of Resistance, Suppression Field), hate (Scavenging Ooze, Stony Silence, Aura Shards), sacrifice (The Tabernacle at Pendrell Vale, Smokestack), tapping (Root Maze, tanglewire, and Winter Orb), and land destruction (Ruination, Armageddon, etc.)

You run some sacrifice effects, maybe 6 that only affect creatures, but stax here is super light, you sure you know what stax is?

(P.S. occasionally Gaddock Teeg, Rule of Law, etc. are also considered stax because they stop players from playing cards, similar to a harsher tax effects, and also mass, repeated discard like Sadistic Hypnotist, and some random effects like Spirit of the Labyrinth and Chains of Mephistopheles)

loparte on Werewolf tax collectors

1 month ago

I haven't played many games with it, but so far the deck can do a lot of damage out of nowhere thanks to Yisan, the Wanderer Bard tutoring for lords at instant speed and Samut mass haste. If your budget allows, I would definitely play Vedalken Orrery,Grand Abolisherand Ethersworn Canonist as they are much better at controlling the number of spells played than some of my current lock piece.

On the other hand, I was thinking of moving Magus of the Wheel in the mainboard because it makes Spirit of the Labyrinth, Uba Mask and Omen Machine much better.

SynergyBuild on Commanders by Power Level [EDH Tier List]

1 month ago

Actually, yeah, the definition fits that perfectly. Tuvasa is tier 3.

Tier 3

This is the middle tier. They can't usually compete against tier 1 decks, but might do fine with tier 2 decks. They usually have "the Aggro Problem," or they are wildly inconsistent. Most of the "pubstomp" decks that dominate casual meta go in here. They may have a bad reputation, but that doesn't make them tier 1.

Tuvasa can handle aggro swarm with propaganda/ghostly prison, aura of silence for artifact ramp, and stony silence for aggro voltron builds

It is wildly inconsistent, and slow. I play enchantress, and the most powerful combo and stax builds I have achieved over a year of trying has been tier 3 at best. Enchantress and enchantment-based stax is simply to inconsistent, relying on a draw engine, that is subpar in the command zone or not easily able to be put online with bad tutors like Summoner's Pact being needed when you just can't afford the tempo loss. Really, Tuvasa is bad against most tier 2 decks, and is way to slow and durdly for tier 1 to ever be affected by it.

Aura of Silence comes down after the artifact mana. Artifact mana, Sol Ring, Lotus Petal, Mana Vault, Mana Crypt, Chrome Mox, Mox Diamond, Grim Monolith, Mox Opal, and the other similar effects come down on turns 1 and 2. Without some very incosistent ramp strategy, Aura of Silence doesn't come down until turn 2 or 3, which is averagely missing most of the artifact mana.

The aggro strategy that sees the most play is Edric Turns, a deck that can attack any other player to get the draws, and easily blow up all of your pillow fort over 40 turns before one shotting you.

Stony Silence is a great card, worse than Null Rod, but good in a stax build. It does help the deck be a good stax deck, however with only a handful of real stax cards, it falls short of making Tuvasa viable. Rest in Peace and Blind Obedience are other cards I have found help out with Tuvasa, and Rule of Law, Arcane Laboratory, Eidolon of Rhetoric, and ocasionally Spirit of the Labyrinth does as well. Blue has Mystic Remora, a card that sees extensive play in cEDH stax builds as well as many blue-based decks in the format, and Rhystic Study exists to help lock out some storm decks by drawing you until you can hit some 0 mana counterspells or a Flusterstorm if they are a Tendrils deck and are not going Aetherflux Reservoir.

Back to Basics and Mana Vortex are semi-efficient enchantment replacements for Winter Orb/Smokestack, but aren't too good unless in a dedicated deck, as is Stasis.

Outside of those 11 cards, of which 5 are generally only decent or bad unless in a dedicated deck, enchantment-based decks need red or black for cards like Nether Void, Blood Moon and Stranglehold, however five color enchantments isn't viable due to landbases being too stretched to run Blood Moon or Back to Basics, which leads the whole point to be undermined.

I'll check out your link and see if it has any potential, but I highly doubt it.

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