Spirit of the Labyrinth

Spirit of the Labyrinth

Enchantment Creature — Spirit

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

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Set Rarity
Born of the Gods (BNG) Rare

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Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Hero Legal
Magic Duels Legal
Heirloom Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
MTGO Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Spirit of the Labyrinth occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

White: 0.29%

Spirit of the Labyrinth Discussion

TriusMalarky on Can someone help with a ...

1 week ago

First, Blue is a lot better in 1v1 than multiplayer -- counterspells suck in multiplayer. Dunno why people don't like countermagic, though, it's only oppressive when paired with absurd card draw.

Anyways, Leonin Arbiter, Spirit of the Labyrinth, Thalia, Guardian of Thraben, Ethersworn Canonist, Rule of Law, Winter Orb, Static Orb, Ghostly Prison, Island Sanctuary. White is really good at stax, and white/blue is only better at it(mostly because of card draw for consistency).

djroguelike on Maverick

4 weeks ago

Joguei Bant e poucas partidas com GWbu, e curti Meddling Mage mais do que qualquer carta. É uma pena que tenhamos que mexer tanto no deck para jogar com Leovold, Emissary of Trest, se ele fosse Bant ou Abzan seria perfeito (na verdade ele é perfeito para se jogar com Brainstorm).

Das cartas de Ikoria, só joguei com Fiend Artisan, e achei uma boa. A sinergia com os dorks e Dryad Arbor são interessantes, e em um deck com muitos hatebears não é difícil comprar uma criatura que não tem impacto no match atual, e o Fiend Artisan permite que você "troque" sua criatura por um hatebear de qualquer cor, ou até uma Mother of Runes para proteger sua criatura.

O metagame está um horror, com os companions dominando tudo. Não vejo nenhum deles para Maverick, e se for para jogar com Lurrus talvez Loam ou GW Depths seja o ideal. Estão prevendo um ban, e o metagame pode voltar à normalidade. Se demorar muito talvez seja o caso de ir para Bant e jogar com Oko, Thief of Crowns, o que seria um pesadelo.

Na semana que vem devo voltar com o serviço de aluguel das cartas, e tentarei jogar GW Kitchensink (sem PWs), forçando a mão em cartas como Dryad Militant, Spirit of the Labyrinth e Drannith Magistrate.

thinkoriginal on Wrath of Marath 3.0

1 month ago

--Update--

With the release of Ikoria, a new and very powerful hatebear has been released. Drannith Magistrate shuts down not only the ability for opponents to cast their Commander, but it also shuts down many combos, such as Dramatic Scepter, Food Chain, and Gitrog Dredge. This shall take the place of Spirit of the Labyrinth, for while it loses the ability to be tutored by Enlightened Tutor and Sterling Grove, it gains the ability to be tutored by Imperial Recruiter and is an asymmetrical stax effect.

Also, two more fetchlands have been added in Bloodstained Mire and Flooded Strand. They have taken the place of Razorverge Thicket and a Snow-Covered Forest. These two land allow us to more easily search up basics for Earthcraft, and they also greatly benefit Sensei's Divining Top, Sylvan Library, Ramunap Excavator, and Lotus Cobra.

Fantastic_Mr_King on Mardu Reckoner

1 month ago

for financial reasons I excluded Eidolon of the Great Revel. They would replace Spirit of the Labyrinth. They aren’t strictly better but I think they would be slightly better in certain match ups. I don’t feel justified in paying for them though. If you have them or have a way to get them consider adding them to the list.

dingusdingo on Fact or Fiction deck Idea ...

1 month ago

Fact or Fiction is a very good card, but is mostly eclipsed by Gifts Ungiven being in the format for the same cost and more recently . Regardless, I am rather knowledgeable on FoF and will aim to enlighten

Looking at FoF

  • Costs 4 mana
  • Instant Speed
  • Always digs 5 deep
  • You can always get the best card of 5 no matter what
  • You can always get at least 3 cards into hand no matter what
  • The reject pile goes to the graveyard
  • Opponent is making actions based upon partial information
  • Put into hand effect dodges some draw hate effects like Underworld Dreams or Spirit of the Labyrinth

So what benefits do we get from using FoF?

  • We can play it at opponent's end step, allowing us to hold mana for interaction if we need it.
  • All 5 cards move from the library into either the hand or the graveyard. This means they move from an unknown zone to a known zone, making them much easier for us to interact with. Cards that play well from the GY or cards that interact with the GY work extremely well with FoF
  • Fact or Fiction can always be used to put at least 3 cards in the hand. Your opponents are only able to split piles into either 5-0, 4-1, or 3-2. This effect is strong especially when used alongside cards that fuel from the hand. Classically, FoF has been used alongside Psychatog for this reason. In limited, it was paired with Nostalgic Dreams, which needs cards

I have taken the liberties of brewing two lists for you. The first adds FoF to a Pyromancer Ascension build, using Underworld Breach as the graveyard fuel and FoF synergy piece. Facts from the Underworld. The second deck plays around with graveyard recursion to use FoF as a big draw card, Fictitious Heartbeat. Happy brewing

thinkoriginal on Wrath of Marath 3.0

2 months ago

WarSpaniel

This deck is my favorite, so I love answering questions about it!

Blood Pod is one of those "easy to play, difficult to master" decks. The general idea of ramp/tutor into Birthing Pod/Survival of the Fittest as fast as possible is easy enough to grasp. The tough part is knowing the game plans of your opponents so you can play the appropriate stax pieces at the right time.

What helps is that most cEDH decks win with a set of fairly common combos. Thassa's Oracle/Demonic Consultation is the current go-to; Food Chain or Worldgorger Dragon combos powering out infinite mana; Aetherflux Reservoir or similar Storm finishers. Knowing what set of win conditions the most commonly seen commanders will be using is the first step to piloting a stax deck well.

How these decks get to their combos is just as important to interact with as the combos themselves. Flash/Protean Hulk, Ad Nauseam, fast mana like Moxen, Sol Ring, and Mana Crypt/Vault, and many tutors are all frequent ways to have turn 1-4 wins. Our stax pieces (including ways to break parity) and interaction spells are how we keep pace and control the game.

So what does a good opening hand look like for us? A general rule is we always want some form of ramp/fast mana, like a Birds of Paradise and/or Chrome Mox. On average, we are playing a slightly more fair strategy, and need to be able to keep up. We also want some form of interaction to stop your opponents from going off before you can establish stax, such as Angel's Grace, Pyroblast, Noxious Revival, or Swords to Plowshares, and two lands tends to be about right; one land hands are risky and almost never pan out. Beyond these 3-5 cards, there are three types of hands that I would consider keeping:

  1. The stax hand. Knowing what our opponents are likely going to try to do, and if we have 2 or 3 relevant stax pieces, playing them early can completely disrupt our opponents, giving us time to draw/tutor for a combo.

  2. The flexible hand. If we have a few tutors, maybe some protective interaction like Veil of Summer, we can play reactively to what our opponents decide to do. Search for an answer/interaction, a stax piece, or a combo piece; we have options with this.

  3. The nuts hand. Sometimes we just draw into the win. There is something to be said about playing the aggressive role and going for the throat. It is not impossible to have our opener filled with fast mana, Pod or Survival, Faithless Looting and Guardian/Kiki-Jiki/Karmic Guide, or any combination of cards that we can simply play and win on turn 1 or 2. Sometimes taking the reins and dictating pace if play can pay dividends.

Throughout a normal game, the main goal for this list is mana-denial. Winter Orb, Static Orb, Tangle Wire, Collector Ouphe, Thalia, Guardian of Thraben, and Magus of the Moon are how we slow down our opponents, while Dockside Extortionist, Lotus Cobra, Garruk Wildspeaker, Ramunap Excavator, Gaea's Cradle, and mana dorks allow us to break parity and come out ahead of our opponents.

Along with mana-denial, we also have a few other stax pieces to slow the opposing gameplans. Aven Mindcensor is crushing, as many decks rely on deck searching. Phyrexian Revoker is a silver bullet for many commanders. Ethersworn Canonist stops many combos, as does Spirit of the Labyrinth. Aura Shards can devastate the board, and Grand Abolisher is one of the best forms of combo protection we have.

With some practice and metagame study, this deck can be very strong, fast, and disruptive. I hope this helps!

DaSavageUnicorn on Oloro lifes matter

2 months ago

Take out Spirit of the Labyrinth. It counters Oloro's ability

multimedia on Avacyn, Angel of Dope

2 months ago

Hey, nice version of Avacyn, but do you really need all those other Angels?

Smothering Tithe is fantastic repeatable ramp for mono white in multiplayer Commander. Lyra Dawnbringer has very good interaction with Resplendent Angel; repeatable Angels with lifelink. Rather than play lots of other Angels consider more pillowfort? The problem with mono white is you want a lot of turns to get going since Avacyn is eight mana. You want a very good opening hand with ramp, but if you don't get that then having ways to slow your opponents down can help.

Other cards to consider adding:


Cards to consider cutting:

  • Demystify
  • Unquestioned Authority
  • Angel of Condemnation
  • Angel of Finality
  • Angel of the Dire Hour
  • Exquisite Archangel
  • Angel of Grace
  • Guardian of the Gateless
  • Resolute Archangel
  • Segovian Angel
  • Sunblast Angel
  • Soulscour
  • Rout

Good luck with your deck.

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