Not legal in any format
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Spirit of the Labyrinth
Enchantment Creature — Spirit
Each player can't draw more than one card each turn.
Price & Acquistion
Spirit of the Labyrinth Discussion
4 days ago
Well, hello there, unclaimedpants. Great username, by the way :). Thank you for the compliment. Let's break it down: That is precisely the reason Duskwatch Recruiter Flip is there. And also, exactly right again with Chord of Calling to bring it out. Melira, Sylvok Outcast is there to stop infect. She can stop an infect deck cold, it's rather embarrassing. She does hinder the infinite mana combo, but she is still an integral part of the infinite damage or infinite life combo, so her upside is huge! Spirit of the Labyrinth is mainboard for twofold reasons. It's a 3 body for 2, which is always lovely. Don't forget this deck can also just attack for the win. But it's mostly mainboard because almost literally every deck draws more than one card a turn. It can stop entire strategies like discard and cycling that Hollow One, Death's Shadow, KCI, Storm, etc. I don't ever draw more than one card a turn, so it's perfect. Lastly, Horizon Canopy is pure amazingness on it's own. It just lands as a regular ol' dual land, and can be used as a one-time, uncounterable draw. On it's own, it would be amazing. Granted, with Runamap, it would be even better. But Runamap on its own without the Canopy, only brings back fetches which I wouldn't need. I don't need more cards in the deck that depend on other cards to function, I'm trying to play the valuetown strategy of what happens if I draw just this card and have nothing else. Don't worry about being a noob, we were all noobs at one point :D
4 days ago
Hello! I think this deck is super sweet but as a new player I have a few questions.. Is Duskwatch Recruiter Flip there to search your entire deck for whatever creature you want with the infinite mana from Devoted combo? Also since it's a 1 of do you Chord it out? Why the Melira if it disable your combos? Why is Spirit of the Labyrinth there on mainboard as a disruption card? What is Canopy there for in not to be brought back with Runamap? Again sorry for being a noob but i'd like to try this deck archetype and am trying to learn all I can. Thanks so much for your time!
1 week ago
To be honest, been rocking Hokori, Dust Drinker stax and it's not super competitive, but can beat Tier 1 decks on a good draw, I'd call it tier 2. It isn't as clean as Blood Pod Tana/Tymna stax, but it is a good deck.
Mono-White isn't bad, it doesn't need card draw, it solely needs Spirit of the Labyrinth so that the opponents can't have that card draw.
You can take a look at my build Hokori 61
1 week ago
The only Zur deck I've seen focuses on Astral Slide and cycling, so I don't know if I can offer much advice but I'll try.
First, I know the point is to 'cheat' enchantments into play with Zur, but a couple more lands wouldn't hurt, especially lands that make white. The deck is 2/3 white and under 1/3 of your mana gives you white. I also suggest removing Spirit of the Labyrinth because it looks like it hurts you quite a bit (all the enchantresses, Sram, etc.). Disenchant is useful to go with your targeted creature removal. Also Swords to Plowshares, Path to Exile, Return to Dust, and Cyclonic Rift, all pretty good staples. Lightning Greaves makes it so even you can't target Zur and that's a bad thing. Path of Ancestry doesn't do much for you since you have so few creatures and so few of them share a creature type with Zur.
2 weeks ago
Yeah in your case burn will be tough but you play with 4 Drogskol Captain and Kira, Great Glass-Spinner which should give them trouble.
Looking at your list I'm not sure if going with 4 Selfless Spirit in main since not everyone runs mass removal in main.
I was having good success with at least Phantasmal Image In main since it will help I think. That is a meta choice though you might need spirit. With your control i hope you can counter the mass destruction.
Maybe Spirit of the Labyrinth in side vs combo maybe?
Have you tried a aethervial build? Some love it some don't. Just wanted your opinion since we have a lot of ETB effects
2 weeks ago
That said, I've been thinking hard about Spellseeker, but I don't think I will end up playing it in this list, mainly due to its expensive mana cost. Compared to Merchant Scroll, it's 4 vs 3 mana to find a hack. While this might not sound significant, this is a pretty important number, as the turn after we play Momir Vig, Simic Visionary we typically have about 5, sometimes 6 mana. A 3 mana hack can be cast, along with a 1cmc green creature, and finally Quirion Ranger, and fully start off a chain. However, Spellseeker costs 1 more and wouldn't be able to be used for this purpose.
There's also the idea that Heart Warden is more useful outside of combo turn than it seems. We need a certain density of 2 mana ramp, and if it wasn't Heart Warden it might end up being something like Voyaging Satyr.
This is sort of out of character for me, but for once, I think that freeing slots might not be favorable, since it will decrease the quality of the slot that is left. However, I'd certainly encourage people to explore and test this out even more, since Spellseeker has a lot of interesting facets which I've most likely missed. As it stands, I like the "more, but more useful" setup we have with our combo slots, as opposed to "fewer, but less useful". Thanks for your really thought-out comment, though! I haven't thought about it from the perspective of replacing Merchant Scroll before.
1 month ago
crstisalie, re: Chains. I mostly think I don't want a chains/spirit/draw hoser in the deck anymore. The play of turn 1 Chains of Mephistopheles, turn 2 Windfall, turn 3 Zur, turn 4 Necropotence doesn't happen very often. But, more importantly, discarding is something this deck doesn't want to do. There's only 2 win cons in the whole deck so if you happen to discard one it's strategically really limiting. There's also just Timetwister to get it back, so you're not really replaying stuff out of the yard. Which, of course, is by design, since you're frequently putting Rest in Peace in play, and the ability to play around that is one of the deck's great strengths. So, in some ways, Spirit of the Labyrinth is just better than chains, since it doesn't make us discard stuff. (And also, it's far superior vs. Gitrog.) But, mostly the only early card draw I see is Sylvan Library and Tymna the Weaver. So I question if it's worth running a spirit at all; especially since a wrath tends to be better against tymna decks and green-based decks in general. It feels real bad to land a spirit of the labyrinth and then draw Rhystic Study or Mystic Remora, which are (obviously) powerhouse cards. I mean, it's still good to land the spirit if you're opponents are on a draw where they have turn-2 sylvan library or are tymna/thrasios decks.
Anyway, all that said, Anvil of Bogardan was never in consideration.
To go back to an earlier point, re: Solemnity. This card just doesn't do anything. Unless you're playing against Animar, Soul of Elements every game. Solemnity does combo with Phyrexian Unlife, but, also, that's mostly just a worse way to build your own Solitary Confinement. I think just run the one solitary confinement and don't bother with solemnity + unlife. Phyrexian Unlife is very good in Zur combo decks that revolve around Ad Nauseam, but I don't think it does enough here.
Remember a big benefit of this deck is there's only 2 dead win-con cards in the whole list. Everything else is mana, gas, or permission. :)
1 month ago
Aven Mindcensor, Hushwing Gryff, Spirit of the Labyrinth, Winter Orb, Thalia, Heretic Cathar, Kinjalli's Sunwing, Vryn Wingmare, Mother of Runes, Ramunap Excavator, Aura of Silence, Sun Titan, Swords to Plowshares, Alms Collector, Mirri, Weatherlight Duelist, Eladamri's Call, Tocatli Honor Guard, Eidolon of Rhetoric, Kataki, War's Wage, Propaganda, Ghostly Prison, Windborn Muse, Stasis, Static Orb, Glowrider, Rising Waters, Lodestone Golem, Damping Matrix, Cursed Totem, and Damping Sphere
The cards above are powerful stax pieces that are heavy play, yet range from 0.15$ to 5$ on tcgplayer. Below are more expensive cards that still are good for the deck, yet are not required.
Hokori, Dust Drinker, Rhystic Study, Sphere of Resistance, Thorn of Amethyst, Nature's Will, Bear Umbra, Sword of Feast and Famine, Grand Arbiter Augustin IV, Linvala, Keeper of Silence, Recruiter of the Guard, and Thalia, Guardian of Thraben.
Other than these stag pieces (cards used to lock your opponents out of the game) the deck should ramp, have some good interaction, and have draw power too. It can then use a decent field of small creatures and some combat steps, or powering out planeswalker ultimates to win. Below are some ideas on how to do that.