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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Printings View all

Set Rarity
Born of the Gods (BNG) Rare

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Legality

Format Legality
Modern Legal
Block Constructed Legal
Oathbreaker Legal
2019-10-04 Legal
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Pioneer Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Limited Legal
Duel Commander Legal
Highlander Legal
Commander / EDH Legal
Tiny Leaders Legal
Unformat Legal

Latest Decks as Commander

Spirit of the Labyrinth Discussion

CodeKain on God-Eternal hatebears

2 weeks ago

Really nice list, I love hatebears, heheh.

Unless you are particularly on a budget, I'd advise you to add some other bears, such as Alms Collector, Leonin Arbiter, Thalia, Guardian of Thraben, Spirit of the Labyrinth, Linvala, Keeper of Silence, and Glowrider.

Suppression Field (hits fetchlands too) and Aura of Silence may also be highly desirable.

For artifacts, you may consider also Damping Sphere to hose storm decks, and Pearl Medallion to reduce the cost of basically everything you play.

Some of them are quite pricey though, I know, but with time this deck will become a force to be reckoned with!

TriusMalarky on Fixing White in EDH

1 month ago

DragonSliver9001 I must have mistyped, I meant to add

in the right situations.

For instance, if you have a white weenie deck, and have a board of ~6 power, your opponent is already low. Less than ten. Now, if they've stabilized, you can't really attack. And you got slightly flooded. Well, now you're able to use Castle Ardenvale every turn to keep the game going and prevent it from getting out of reach. Are the tokens going to do the killing? They might help a bit, but mostly no. But are they making sure your board never gets too small even if you topdeck badly? Oh yes.

It's great in or against control. If the opponent doesn't have evasion or trample on their creatures, Castle makes a chump blocker each turn and can literally act as a repeatable Time Warp. Against control, your whole goal is to always have a creature that can get through to deal damage. Castle helps there, too, even if you topdeck badly. Or if you do topdeck well, sometimes it's correct to use Castle.

I've won entire matches off of Ardenvale's back. And not against bad decks either -- it helped leaps and bounds against a competitive Hardened Scales deck in Pioneer when the format was still new. (I didn't win that match, but it was close)

EleshNornsFs enpc personally, the problem is Wizards STOPPED printing the high quality stax and lock and punishment effects. We've got some in Modern... but Pioneer and Standard lose out hard. I mean, it's trivial to build a white weenie deck that wins on turn 4/5 while most of it's threats can eviscerate entire archetype's strategies. Spirit of the Labyrinth? Yep, the hurts Uro and Control in general, and anything with blue. And it's a 2-mana 3/1 that can pile on the hurt. Leonin Arbiter, Ethersworn Canonist, Dryad Militant, and that's not even going into blue or green splashes for Meddling Mage, Unsettled Mariner, Gaddock Teeg and more. But Standard and Pioneer only get the newer, weirder ones that hit planeswalkers specifically, or hate on Escape/commanders, or one or two others that are okayish but not super relevant to the metas.

enpc on Fixing White in EDH

1 month ago

"stax is viable, and relies mostly on artifacts for most locks."

There are still a crap tonne of white stax cards. From Linvala, Keeper of Silence to Aven Mindcensor and Spirit of the Labyrinth, these are used to slow the game down to White's speed.

If you then look at where white wants to play:

  • slower than red: waiting unitl red runs out of steam

  • faster than green: white is designed to shut down green's ramp so that it can't play big things

  • faster than blue but slower than red: but tries to shut out blue's control elements which is often why you see a lot of token generation on land in white

  • on pace with black: black and white are just stright up designed to be in direct opposition, unlike the other three colours

And as a general rule, white focuses less on winning hte hand game and more on winning the boardstate game. That's why there are so many white midrange cards that are just pure value. It's part ofthe reason why Brightling is placed where it is on mana cost.

I think the big issue here and where there is going to be the biggest disconnect between my opinion and a bunch of others' opinions is because of EDH. White and to a lesser extent red both suffer when the goalposts are moved from a two player, 20 life format to a 4 player, 40 life format. I'm not going to deny that. As someone who has a mono-white Balan, Wandering Knight deck, I do know the struggles that mono-white can feel.

But the issue is that you can't just look at white in the context of one format. Any cards that you're creating here which would undoubtedly make white better in EDH would tip the scales too hard in white's favour in all of the other formats that had the cards available. Or the cards would be crap and unplayable to to the point where they wouldn't help the EDH decks anyway. And look, I've heard some thoughts about cards that scale with the number of opponents which would be the best fix if one were needed (as to have the least impact on the other formats) But I just don't think that they're required.

In addition to this, I don't think that the points I have made undermine any of my previous points. Yes, mono-white in EDH has some defecits due to the format change, however a lot of the stax effects hurt all opponents equally, so they still work pretty well.

But it's important for EDH-only (and especially casual EDH-only) players to keep all of this in mind - any new cards you add will affect other formats. So while EDH is definitely a popular format, it should not dictate how white works.

Unlife on New EDH player please Help!

1 month ago

I know you're leaning towards GU/RG but maybe consider a commander who also includes white. Along with hatepieces already listed, things like Spirit of the Labyrinth Rule of Law, Deafening Silence and Eidolon of Rhetoric will prevent players from comboing off if they need to cast an additional spell per turn. Maybe think about Grand Arbiter Augustin IV or Derevi, Empyrial Tactician

SynergyBuild on Non-Blue Counterspells

2 months ago

DemonDragonJ Imagine an opponent cast Ad Nauseam. What does white's color pie do to change it? Not even Angel of Jubilation changes that, nor does any removal it has, Spirit of the Labyrinth, etc.

Illumination is artifact and enchantment removal, something that cards like Disenchant, Fragmentize, Leonin Relic-Warder, etc. all do and white is known for.

Basically spells don't get hit by white, therefor the colorshifted cards Force Spike & Memory Lapse to Mana Tithe & Lapse of Certainty don't do the the same as the interesting adaptation of a Disenchant to Illumination!

That's why I don't think some of the counterspells break the color pie but some do.

Honestly though, I love those cards, and I love most color pie breaks, just sparingly xD

ElektronischerFleischaffe on Experimenting With Orzhov CEDH

2 months ago

Hi Ghostbreath77!

Great, seeing something decent going on in Orzhov :) As for your gameplan you can probably take inspiration off of this list: https://tappedout.net/mtg-decks/lurrus-stax-cedh/

Deafening Silence and Spirit of the Labyrinth seem like auto-includes to me if you wanna go the disruptive route.

I'm playing combo-teysa since 6 years. You're most certainly right on your choice of commanders since card advantage is crucial in strong metas. However Teysa, Orzhov Scion lead my deck leaning to a markov-like list (https://tappedout.net/mtg-decks/symphony-of-the-knight-primer/), trying to generate value from bodys with cards like Grim Haruspex and Carnival of Souls. First target for tutoring is always Skullclamp which is awesome when teysa is out and/or you play cards like Pitiless Plunderer and Zombie Infestation which can loot through your whole deck and need minimal setup. Most compact combos are the dead-cat-loop and gravecrawler and carrionfeeder on your choice of Phyrexian Altar, carnival or pirate.

Razaketh, the Foulblooded and Elesh Norn, Grand Cenobite might be considerations for a decent top end, making ad nauseam more painful obviously.

If there gonna be some ideas thrown together I can see some proper Orzhov Lists coming up :) great to see that there's more people into it!

RiotRunner789 on My Deck is my Phylactery

2 months ago

Here are my recs.

Sigil of the Empty Throne: You just don't need this. You aren't planning on casting enchantments. You don't need this and luminarch ascension.

Sphere of Safety: This is amazing in enchantment decks. However, you're playing a linear strategy where optimally you can't take damage, so you're opponents shouldn't ever have a need/want to directly attack you. You already have propaganda/ghostly prison which can be fetched by zur.

Mana Leak: You have a few counterspells already. Cut or replace with Swan Song.

Anguished Unmaking: Good card. But, you already are running 3 enchantments that zur can fetch that can exile any permanent. Over redundant.

Worship: You have multiple, 'I can't die effects.' Can't be fecthed by zur and useless in a vacuum.

Narset's Reversal: This isn't as good as it seems. Its best use it on your own instant or sorcery (like time warp), otherwise you just put the problematic card back in your opponents hand. This can be good but best for spell slinger decks.

Enlightened Tutor: Your commander tutors for just about everything you want. Brainstorm would be better because it could put an enchantment you want to play back in your library for zur.

Vampiric Tutor: Doesn't put a card to hand. Your commander should be able to fetch everything.

Luminous Broodmoth: The only creature you want to save is zur and he has flying.

Mesa Enchantress: She draws cards on cast. There is an enchantment creature (forget the name) that draws on entering. It costs 2GG but would be better than this. Though, zur should provide you enough card advantage on his own.

Spirit of the Labyrinth: You have 2 enchantments that do the same exact thing. Keep the enchantment ones and drop the one that dies to wraths.

Dance of the Manse: You don't want your enchantments to become creatures. You have graveyard recover already, though it doesn't interact well with Rest in Peace.

As for All That Glitters, don't add it. Put in Ancestral Mask instead if its a consideration. Mask will boost zur waaay more.

Azeworai on Lavinia, Azorious Stax

3 months ago

I've always had a soft-spot for land destruction. Mana Vortex is quite possibly my very favourite.

But, upon the deck! Aven Mindcensor is always a splendid lock-piece. Leonin Arbiter is a nuisance, Sanctum Prelate can be quite fun, Angel of Jubilation makes any Chainer player weep, Rule of Law or Eidolon of Rhetoric are both enticing, Spirit of the Labyrinth maintains equality, and Crackdown is oft one-sided for strategies such as this.

For your mass land-destruction, Drownyard Temple, Oboro, and Flagstones of Trokair each seem lovely.

Ravages of War is another one as addition, if it is to be in the budget.

I have my own commander taxes list if you care to peer upon it.

Within the Confines of Law

Enjoy the suffrage! And do remember, fun is relative.

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