Spirit of the Labyrinth
Enchantment Creature — Spirit
Each player can't draw more than one card each turn.
|Have (4)||metalmagic , orzhov_is_relatively_okay819 , IcyLightning ,|
|Want (2)||Simekit , Mussahumano|
Printings View all
|Born of the Gods (BNG)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Spirit of the Labyrinth occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Spirit of the Labyrinth Discussion
5 days ago
ZendikariWol I understand that each color has its strengths and weaknesses. What I don't understand is why White's weaknesses are fundimentally important parts of the game that each other color has access to.
Green has the best ramp, I would also argue that it has the second best card draw. It is tied to creatures and lands, but that is barely a drawback.
Red can draw card by discarding first, but red also has many 'temporary' card draw effects like Light Up the Stage . Red also has plenty of ramp through ritual effects.
Black can definitely draw cards and ramp, usually at the cost of paying life. But over the years magic has definitely proven that life is a very small price to pay.
Blue has the best card draw. Blue also has access some to ramp. Some of it is tied to artifacts like Grand Architect and Urza, Lord High Artificer . They also have effects that can untap permenents like Fatestitcher and even more if you count cards like Rewind . It's not the best ramp, but it is there.
And now white. White's best card draw spells are Dawn of Hope , Mesa Enchantress and Mentor of the Meek . Those are good cards, but must be built around. These cards probably shouldn't be in the same deck together. Knight of the White Orchid and Kor Cartographer are white's best ramp spells and they are not great.
This is why White is not doing well in commander.
The only reason anyone ever gives as to why White can't draw or ramp is 'Color Pie'. A few years ago, Red couldn't draw either except through rummaging. Then WOTC introduced Commune with Lava in Khans block (I believe this was the first effect of its kind, I could be wrong). It immediately opened up a new avenue for red to gain card advantage without breaking the color pie and has since been well supported. Red is still a very aggressive color that wants to win quickly, but they now have to tools to compte in longer formats like commander.
There is a way to allow white the tools to compete with the other colors that doesn't break the color pie. Again, I think Ugin, the Ineffable 's +1 ability feels very white and could be a route to fix this problem. And if WOTC still doesn't want to do that, then they need to give White more stax effects like Spirit of the Labyrinth .
1 week ago
I see where you're coming from. It's going to be very difficult as Mardu doesn't have much options available with low CMC for filtering your deck out.
If you're abandoning the combat line and aren't really winning with combat damage then there's no need for Gisela, Blade of Goldnight . Balefire Dragon Can be viable against tokens or stax creatures. Kind of use as a backup? It's better than having to pay life with one time uses such as Fire Covenant and Hatred but maybe Avacyn, Angel of Hope might be the better route to take, especially if you're relying on your permanents to win.
Chains of Mephistopheles I can see being situational, it affects you as well. I like Stranglehold alot but I dislike the , it's too costly for what you have going on. Aven Mindcensor being slightly better but still at it's like Ehh, definitely makes Chains of Mephistopheles the better option only at You also have Spirit of the Labyrinth which is in someway a poor mans chains, only at
I agree about getting a Mox Diamond that is almost a must! Should be next on your list in regards to high ticket cards to get
RZKS on Bant Spirits
3 weeks ago
Thanks of the suggestions! I actually had Nebelgast Herald in the main deck but I already had many 3 drops and the herald proved to be way too situational.
Eidolon is a great card, I thought about using a couple Spirit of the Labyrinth on the sideboard (good CMC, ability and P/T), but in the end, I decided to go with Deafening Silence because it's harder to remove, it's a 1 drop, and against Izzet Ensoul/Phoenix and UW Control it stays on the board longer than the creature.
3 weeks ago
Thanks for the suggestions! I actually considered these, but I somehow overlooked them. I'm not sure what they replace, tho... i'm thinking Spirit of the Labyrinth for Duplicant but i'm not sure. Any suggestions?
2 months ago
enpc: The issue with effects like that imo is that they draw a lot of hate from the table. If White has to rely on those to keep up, then White is even more screwed than it is without them, because they immediately turn the game into a 3v1. Especially given how they interact with other effects. Spirit of the Labyrinth comes frighteningly close to the same lockdown that got Leovold, Emissary of Trest banned, and your opponents are not just going to ignore that. Most of White's "fair and balanced" effects are the furthest they could be from fair and balanced, while masquerading as fair and balanced, and on an emotional and psychological level, that's going to cause your opponents to target you.
Cards like Rule of Law look "fair" on paper, except that your deck is going to be designed to make the most of this, while your opponents are stuck durdling because their decks were designed to be playing more cards and interacting with things. And your opponents are going to feel this immediately, and be upset about it immediately. Whereas colors like Green and Blue can sit there and ramp and draw cards, and maybe if they go too crazy with it will build up a threatening board presence, but an Explosive Vegetation doesn't draw ire the way an Armageddon does. I dare say that even a Rhystic Study doesn't draw ire the way a Rule of Law does.
That's why imo, what White needs more than anything, is a touch of subtlety. It needs a handful of cards to address this issue that don't immediately unify the table against their caster. But this is an inherent issue with the theme of denial, it's hard to design something that denies your opponents in a way that isn't really brazen.
The other thing that I think would help the situation, as I stated above, is just having more baseline colorless stuff that everyone has access to that makes the ramp and card-draw disparity smaller. I don't believe the gap should be closed entirely, green should still always be better at ramp than colorless/other colors, but so long as cards like Llanowar Elves exist, I doubt that'll be much concern.
2 months ago
Cards to Add: Ensnaring Bridge Bottled Cloister Grand Abolisher Stony Silence Static Orb Hokori, Dust Drinker Torpor Orb Coalition Relic Scroll Rack Mind's Eye Crackdown Austere Command Terminus Worn Powerstone
3 months ago
SideBae Hello! I have read your advice and agree with most of them. Adjusted the deck in the appropriate way according to the points:
Thank you so much for such a detailed and useful comment. What about the current deck-list?
3 months ago
Hey! So I have some suggestions: feel free to ignore any/all of them.
There's a reason Ponder and Preordain are banned in Modern, and it's because they're stupid-good cards. Being able to dig you to what you need and past what you don't for one blue mana is a REALLY powerful effect, even if the cards themselves may not look as powerful as they are. I highly suggest including them. I like that you're already running Brainstorm , though I think running two+ more fetches would be ideal; you don't want to get locked with two dead cards on top of your deck.
I do not think Path to Exile is good in EDH. Ramping your opponent in a format with everyone trying to do busted things is rarely anything short of a bad idea, and is frequently dangerous. (Note that your Ashiok, Dream Render does not stop opponents searching off YOUR spells.) As I see it, you may be better off just running another card-draw spell, which would dig you to more potent removal; I suggest Painful Truths . Three-mana: draw-three is a hard rate to beat, and I've been very impressed with it in my Tasigur, the Golden Fang list.
You have some good artifact ramp, but I think it can be improved. I really like that all your rocks are two or less mana -- three-mana mana-rocks are simply not good enough a lot of the time, especially with a four-mana commander. Unfortunately, a lot of the best ramp in EDH is very expensive: Mana Crypt and Mox Diamond come to mind. I do have some other suggestions though. Consider at least a few of the following: Talisman of Dominance , Talisman of Hierarchy , Talisman of Progress , Fellwar Stone (which is admittedly a worse Arcane Signet , but still good), Mind Stone , Everflowing Chalice and/or Thought Vessel .
Whir of Invention is a card you may wish to consider. It can grab your Bolas's Citadel late-game, but more importantly it acts as a to-battlefield tutor for things like your Cursed Totem or Skullclamp . Also, it's instant speed.
If you want to run things like Elesh Norn, Grand Cenobite or Consecrated Sphinx , I suggest you think about a reanimation package. In general, these duders will be tough to cast, and being able to cheat them into play will give you a competitive advantage. Entomb and Buried Alive are the best ways to bin your targets (though there are others, like Liliana of the Veil or your maybe-board Frantic Search ), and you can then use spells like Animate Dead , Dance of the Dead , Necromancy , Reanimate or Unburial Rites to profit for less mana than usual. Intuition is a fun (if not cheap) card to pair with Unburial Rites and some reanimation targets, thought the precise pile may be tough to determine. Also, due to your colors, you may even consider Dreams of the Dead . The cumulative upkeep can be tough, but if you run something like Jin-Gitaxias, Core Augur then you'll be able to do your damage within a turn-cycle or so, and the upkeep won't matter.
Your mana curve is pretty consistently low. I think you should at least playtest Counterbalance , since you already have the Sensei's Divining Top . Counterbalance does tend to be a high variance card, and it may end up being more of a preference-call than a meta-call. But I like it, so I figured I'd mention it.
Depending on how often you get to five mana, Divine Visitation could be a win-condition in itself in this deck. Making a 4/4 every time you cast an artifact or enchantment seems... good.
Mystic Remora is good. In less-experienced metas, it is often an Ancestral Recall ; even if people know that it's better just to wait it out, Mystic Remora will still buy you time to develop your board and make land-drops while opponents try to outlast it. Being one mana was a mistake, but it's here, so what the hell.
Right. That's all I got. Good luck!