|Commander / EDH||Legal|
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|Born of the Gods (BNG)||Rare|
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Spirit of the Labyrinth
Enchantment Creature — Spirit
Each player can't draw more than one card each turn.
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Spirit of the Labyrinth Discussion
1 week ago
1 week ago
If your main objective is to stop combo's from happening, I would really recommend the following cards:
- Eidolon of Rhetoric/Ethersworn Canonist: often combo's require your opponents to cast more than one (non-artifact) spell per turn. These cards prevent them from doing that (side-note: this affects all players, so only use if your strategy will not be negatively influenced too much);
- Containment Priest: many combo's involving creatures will have something to do with ETB effects and ways in which creatures can reenter the battlefield from the graveyard (or from exile). This card stops all such effects. It also completely destroys opponents' abilities to create creature tokens.
- Rest in Peace (or Leyline of the Void if you can spare the money): this will stop most combo's using black cards dead in their tracks;
- Spirit of the Labyrinth: devastating to many blue combo's as those often involve massive card draw.
Hope this is useful information to you.
1 month ago
Actually, final question before I make the cuts @Megalomania/: What card(s) can alleviate the effects of Mindlock Orb, Rule of Law/Arcane Laboratory, Spirit of the Labyrinth, Cards that tax your stuff as well, etc for the user, but not the opponents; & is in this decks' colors? Just wondering; as Hexproof doesn't help...
1 month ago
Thanks for the suggestions, will take me a bit to go through it. Here's some additional followup questions.
Survival of the Fittest makes sense to me CMC3 to tutor a creature (if I have a creature).
Because I don't have haste, Fauna Shaman is less effective, but perhaps still required (just to get more consistency).
Instead of creatures, like Avacyn's Pilgrim because I don't have haste, I tried to go more low-cost spell based mana ramp. As well as having no real way to Counterspell mass removal, they are susceptible. Here is some examples:
Nissa, Vastwood Seer Flip - in hand Forest (or if no other land drop that turn) = Net ramp cost or best case (Special note: I was testing to see if the slowness/poorness of the ramp, was offset her +1 Draw/Ramp once flipped. So far I haven't had her flip, so she hasn't worked yet.
I think the overall I get is, I don't have enough ramp? I'm thinking these would be good?
Or is it better to go 1/1 Elf, to get the Priest of Titania + Staff of Domination route? Will I be able to get enough 1/1 Elf into the deck without losing the 2/2 Cat Commander? My spouse will not play 1/1 Elf.
I use/tutor Alms Collector all the time, Spirit of the Labyrinth worries me because it shuts down my draw Sylvan Library, Puresteel Paladin, Sword of Fire and Ice, Skullclamp, Hunter's Insight, etc. But I understand that Selsnya () isn't the same draw level as other commanders, so perhaps, slowing everyone including myself down would be ok.
Archangel of Thune and Spike Feeder can win the game on the same turn, even if both do not have haste. Remember that Archangel of Thune gives a +1 to each creature (not just the Spike Feeder), so any creature becomes "Weaponized", and with the Trample/Evasion built in, can usually strike 1 or more players. Also, usually I Chord of Calling in the Archangel of Thune to try and protect her and allow her to avoid summoning sickness, and attack on my turn. Yes, I can win next turn with a Felidar Sovereign or Chord of Calling > Felidar Sovereign. Once she resolves unless they can stop Activated or Triggered abilities, I get the Infinite Life.
I'll do a more indepth review later. I'll also share some of your $50 suggestions on KimJongman deck later as well.
1 month ago
They both act as cantrips with your commander and while not free (like Dark Sphere) they potentially can be with Etherium Sculptor. They also can generate a second card with the draw ability, as well as help get rid of pesky cards like Spirit of the Labyrinth.
1 month ago
Oh, I take back what I said, forget it, sorry about me white-knighting the competitive tag in the past (not far past, but still) and I love the list!
If you really want to make it competitive, I can't promise I can make Arahbo tier 1, but tier 2-3 I can do, as long as you are willing to drop some of the more fun cats, and are able to build up this deck to become a stax-beatdown hybrid.
Okay, so to start, consistency is key, more tutors should be the goal, think Fauna Shaman and Survival of the Fittest type cards, and you'd really want to slow the deck down, which is the opposite of what most people will say.
Running Vryn Wingmare, Thalia, Guardian of Thraben, Glowrider, and Thorn of Amethyst can stop many combo decks in their tracks, and shut off storm decks in general, while not slowing you down nearly as much. Avacyn's Pilgrim, Birds of Paradise, Llanowar Elves, Arbor Elf, Elvish Mystic, Fyndhorn Elves, and Boreal Druid are all fast mana ramp that gets you to dropping your commander + Lost Leonin combo (what I believe to be the simplest wincon) faster and also gets unaffected by non-creature hate.
Effectively I am arguing for stax, but not just stax, also combo, running the combo you already have is fine, Archangel of Thune and Spike Feeder, however it doesn't win the game until your next turn unless you already have a large amount of mana, or an Aetherflux Reservoir type effect.
Consider Priest of Titania/Elvish Archdruid/Wirewood Channeler + Umbral Mantle/Sword of the Paruns/Staff of Domination as a powerful combo with cards that are individually useful. Emptying all of that infinite mana into a Genesis Wave or Walking Ballista can easily win games.
Okay, for the 50 bucks thing, Armageddon, Ramunap Excavator, Glowrider, Vryn Wingmare, Aven Mindcensor, Norn's Annex, Ghostly Prison, Spirit of the Labyrinth, Birds of Paradise, Llanowar Elves, Fyndhorn Elves, Arbor Elf, Elvish Mystic, Yisan, the Wanderer Bard, Boreal Druid, Avacyn's Pilgrim, Nature's Claim, Dryad Militant, Rest in Peace, Path to Exile, Suppression Field, Aura of Silence, Beast Within, Manglehorn, Mother of Runes, and Return to Dust add up to $49.95 on TCGplayer not including tax or shipping costs, and make up a core stax build, with other reasonably cheap cards that could help being Root Maze, Natural State.
1 month ago
TheBloopKing - I went over Beatdown in the win-cons!
starsky - Yo thanks man! I think every deck with the right combination of colors, ramp, card draw, interaction, and win-conditions can win against any other deck, or at least compete!
TheBloopKing - Plenty of the cards you mentioned are not competitive. The idea behind card draw isn't I want cards in my hand, it is I want answers to the board, or a way to win (obviously it depends on the situation and deck's strategy, but that is besides the point). If I go over many of the mentioned card Mentor of the Meek/Alms Collector work in many a stax builds, but Wall of Omens, Aura Blast, and PureSteel Paladin are much too weak to see play, white would rather a Spirit of the Labyrinth than them.
Harmonize is too slow, Explore isn't powerful enough outside of Tatyova, Benthic Druid, Soul's Majesty leads to blowouts where you have a suited up 16/16 commander or whatever, and it gets Swords to Plowsharesed and you lose the creature and the 5 mana and card on Soul's Majesty, Primordial Sage/Soul of the Harvest effects are good in Animar, Soul of Elements, but that's about it.
Red should generally only use tutors like Gamble, Imperial Recruiter, and wheels like Wheel of Fortune or Reforge the Soul. Bad cantrips like Expedite aren't powerful outside of a Zada, Hedron Grinder deck or something, most of those draw/discard effects are sub-par anyway. Scroll Rack, Sensei's Divining Top and other good colorless options are all they need.
Black has Ad Nauseam and every tutor they need to find it. Necropotence, Night's Whisper, and call it a day. Phyrexian Arena is pretty bad in comparison to Dark Confidant, and Underworld Connections is going to get you Strip Mined, and is just generally worse than the arena. Damnable Pact just isn't good, if you have enough mana to make it better than Ad Nauseam, run Torment of Hailfire and win the game.
Your multicolored options are pretty bad, if you are in abzan use black draw, blue draw is insane as is and so never needs Edric, Spymaster of Trest, as it gives opponents card draw, which is almost the worst thing to do. Spiteful Visions and Fevered Visions are for Nekusar, the Mindrazer and no one else, it tosses out cards like Oprah, and will stop you from winning any game you are trying to win.
Staff of Nin and Mind's Eye are generally too slow, even for colorless decks, and Howling Mine and Horn of Greed fall into the Oprah level of bad cards. They will kill you faster than anything else, unless you are Tatyova, Benthic Druid in which case I could argue for Howling Mine.
Outside of Blue or Black, use tutors in your color, Sensei's Divining Top, and Scroll Rack, tutors are the best way not to need card draw, but trying to run sub-par replacements for card draw never is the answer, it just makes your deck slow and clunky. Trust me, I have tried and failed.
2 months ago
Tatyova, Benthic Druid supports lands on the battlefield, The Gitrog Monster supports them in the graveyard, and with Borborygmos Enraged we now have a commander in good colors that supports lands in your hand. Well, almost.
Tatyova, Benthic Druid and The Gitrog Monster support your lands by drawing you cards, which is a very valueable commodity for decks that run a ton of lands, as lands give mana, but not exactly card draw, the two most important resources. Borborygmos Enraged is a tad different, instead it pumps out Lightning Bolts!. This makes it great removal in a competitive scene with a lot of dorks and hatebears if you have the lands to support him blowing everything up, and he can be used to win given enough lands.
Instead of being a commander that cycles through your deck, you are now running a commander that is a win condition if you can cycle through your deck, while also eliminating pesky Spirit of the Labyrinths and Notion Thiefs occasionally. This is not worse by itself, just different to the other "land-storm" strategies that have existed before.
Well then, if you are in colors that make it easy to cycle through your deck, it shouldn't be a problem to pull this off. This would work if you were in or , however you are not, you are in . This will make it harder to make this kind of deck viable, except wait! You aren't a landstorm deck, you are a combo deck that is running Keen Sense and Snake Umbra, which will allow you to turn your commander into a drawing machine!
Okay, then there is a very clear deck in the meta to compare it to, Niv-Mizzet, the Firemind, a powerful Tier 2 list, running Curiosity and Ophidian Eye, which can allow for the commander to deal damage, drawing a card, dealing damage, and so forth, and with the commander costing 4 devotion like this one, it would make sense to compare them, even the enchantments costs are the same!
On the side of Borborygmos the enraged, he is in green and so has tons of ramp, along with being a allied color to red, so there is better lands for him, and also has access to land destruction and some better stax effects.
On the side of Niv-Mizzet, the Firemind, she is 2 mana less, has blue, which allows access to much better card draw, has Tandem Lookout and Mind Over Matter as well, and so has a couple more options than green for combo-pieces, and also has a commander that can draw cards (getting closer to the combo) than Borborygmos Enraged. It has better tutoring options, as Long-Term Plans, Intuition, Dizzy Spell, etc. It has better interaction in the form of countermagic and removal (Chain of Vapor, Cyclonic Rift, Pongify etc.). This is all good and everything, but what Niv-Mizzet, the Firemind truely has over Borborygmos the enraged is that she can win without being lucky on the draw (doesn't need to find a land to trigger again), and can run a 30-land landbase instead of a 42-land landbase to be consistent.
With all of that stacked against Borborygmos the enraged, does that mean he isn't a competitive commander? Not nessecarily, I personally believe every commander could be competitive. No, I think this deck has taken what Borborygmos the enraged is trying to do incorrectly.
I have been working on a primer for making any commander competitive, Why Every Commander is Competitive, and when I looked through the advice I would give others, I would turn this list into a stax list, you run a couple stax cards, like Destructive Force and Wildfire, and I think it is something that this list should do much much more of.
Imagine if instead of this combo-oriented list (which I hope I have explained why it isn't competitive as a land-storm/combo build at this point), was instead a stax build. You ramp into a Ruination, drop a Trinisphere, and your opponents have nothing. Null Rod there artifact mana, Cursed Totem there dorks, and ramp basic lands to win. Blood Moon them, Magus of the Moon them (tutorable via Imperial Recruiter), and eventually, once you have run all of your opponents out of gas, you plop your commander, and play out a Storm Cauldron, taking everyone down in a turn or two. Maybe you run a Kiki-Jiki, Mirror Breaker + Zealous Conscripts combo in the list as a backup.
A deck like that doesn't sound like a deck like The Gitrog Monster or Niv-Mizzet, the Firemind, and I promise it is a competitive list. If it sounds like the commander isn't necessary, you wouldn't be wrong. I could build it with Jerrard of the Closed Fist minus the Storm Cauldron part, and it would do about as well.
I want to apologize if it sounds like I am ramming your deck, this is simply what I see. If you would rather me not criticize your list or suggest improvements, I won't do it any more, just say it.