Maze of Ith

Maze of Ith

Land

: Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn.

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Printings View all

Set Rarity
Double Masters (2XM) Rare
Eternal Masters (EMA) Rare
From the Vault: Realms (V12) Mythic Rare
Masters Edition IV (ME4) Rare
The Dark (DRK) Uncommon
Promo Set (000) Mythic Rare

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Legality

Format Legality
Oathbreaker Legal
2019-10-04 Legal
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Oldschool 93/94 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

Maze of Ith Discussion

smilodex on Best Commanders in EDH [Tier List]

2 days ago

Thanks for your comment, but the list is for multiplayer commanders, not 1vs1 Duel Commander.

The way you portray it, you seem to be playing him as a Voltron Commander, but Zilortha, Strength Incarnate unfortunately has 0 value, 0 protection and 0 evasion printed on itself and is in principle "only" a 5 mana 7/3 with trample and with a small upside if you build your deck around ...

I would spontaneously think of 5+ stronger Voltron commanders (Sigarda, Host of Herons, Geist of Saint Traft, Uril, the Miststalker, Rafiq of the Many...), who are better suited for the voltron plan than Zilo. I have no doubt that he is quick to box players out, but even 7 games say very little. It also depends on what and who you have played against and whether it is 1vs1 games or multiplayer games. Voltron is a valid strategy in 1vs1 matches (frenchban / duel commander), but voltron decks have the problem that they often run out of gas. You can easily kill 1-2 opponents and are then often stopped because you are extremely susceptible to removal, counterspells, bounce effects, mass ench/artifact removal, boardwipes, sac effects, deathtouch and cards like Moat, Peacekeeper & Maze of Ith (which is why Volotron commander should preferably have either Hexproof or Indestructible). But you can convince me of the opposite by sending me your deck list, although as I said, I can't think of anything relevant that Zilo does better than the commanders mentioned above.

Feiryn on Here there be DRAGONS!

2 weeks ago

I'd say all of the lands you listed except for Maze of Ith. Fetchlands and shocklands are the best thing you can do your for landbase outside of the original duals (which are hundreds each). In a 5-colour deck you're already limited on how many types of lands you can have, and Maze of Ith doesn't do much notable for a deck like this IMO. If you're going this deep into expensive lands and tutors, I highly recommend picking up a Mana Confluence, City of Brass, and Forbidden Orchard. Urborg, Tomb of Yawgmoth is an auto-include in any 2+ colour deck that features Black and can be tapped for Black itself. Ancient Tomb is amazing in decks with lots of colourless requirements like this. Prismatic Vista is very good too though less on the priority list for its price.

If you're going to be investing a lot into lands, make sure you make a faux list before buying anything since you don't want to get excess that you won't use. My personal general priority for 5-colour (ignoring OG duals) goes:

Rainbow (Command Tower/City of Brass/Mana Confluence/Forbidden Orchard), fetchlands (Arid Mesa/Prismatic Vista), shocklands (Hallowed Fountain), bondlands (Spire Garden), basics.

Assuming you take just what I listed there that puts you at 30 lands (minus basics). That gives you room for cards like Cavern of Souls, Reflecting Pool, Exotic Orchard, etc. Of course it totally comes down to how much you want to sink into your landbase, but it's a good place to start before tweaking things to your preference. You should keep at least one of each basic, or at least your main colours' basics for backup fetching. Battlelands like Sunken Hollow lose value the more you optimized your landbase due to lack of backs but are still good to take over say, bondlands. Since you already have them they'll do fine while also having the bonus of being tutored out by fetchlands.

Now that the wall of land-related text is over, time for the other cards you listed. Demonic Tutor is top tier, definitely get it if you have the money. Also look at Vampiric Tutor and Worldly Tutor. I personally like Dromoka, the Eternal, Kaalia of the Vast you already know how I recommend it, and Nesting Dragon is decent as a card but I don't think it'd work well here since you don't have a way to easily pop the eggs yourself. Future Sight is okay but I personally wouldn't run it in Ur-Dragon. Herald's Horn and Urza's Incubator I personally just take more mana rocks over but in your slower meta they could be decent picks. Mirari's Wake is amazing, and Nature's Lore you already know.

Since you're going this much into the deep end, once you get everything else set up first there's always the $$$$$ rocks like Mana Crypt, Mana Vault, Chrome Mox, and god forbid Mox Diamond waiting for you. Just, you know, they're worth entire decks alone so only go for them once you're fully satisfied on the rest of the deck lmfao

As for Force of Vigor I'd personally just cut Kilnmouth Dragon for it. Kilnmouth costs way too much mana for its effect when it'll generally have no counters, or at most 1-2 batches on it.

TheOneDemon on Here there be DRAGONS!

2 weeks ago

Feiryn Ok thanks a lot! I Actually have a Path to Exile on the way (referring to your previous comment). I have an Arcane Signet on the way already too. I have a Coalition Relic on hand atm. Will likely get a Fellwar Stone and Nature's Lore too. Also actually have a Smoldering Marsh that I didn't realise I had coming. Also I'm in the process of updating the deck!

OK, now onto the meaty stuff... I'm about to spend more money LMAO. I want to get your opinion on which of these cards I should use in THIS deck, or which ones I shouldn't bother with in your opinion -

Blood Crypt, Breeding Pool, Canopy Vista, Demonic Tutor, Dromoka, the Eternal, Fellwar Stone, Future Sight, Hallowed Fountain, Herald's Horn, Kaalia of the Vast, Marsh Flats, Maze of Ith, Mirari's Wake, Nature's Lore, Nesting Dragon, Overgrown Tomb, Polluted Delta, Steam Vents, Stomping Ground, Temple Garden, Urza's Incubator, Windswept Heath,

MadWollf on Nicol Bolas

1 month ago

So you're supposed to still be running 40%, or around 40 land. Here's some EDH staples you can check out: Maze of Ith Command Tower Reliquary Tower Exotic Orchard Crumbling Necropolis Grixis Panorama Crosis's Catacombs And of course, Sol Ring is a must for any EDH deck.

Lanzo493 on Ezuri's Elven Warfare

1 month ago

Avoid Fate —> Heroic Intervention It’s just better in general.

Whirlwind This is a situational bordwipe that will usually be a dead card in your hand. Depends on your meta though. If flyers are a big problem from one player, then the best removal is player removal I say.

Sylvan Awakening You’ll generally want to use your mana for Ezuri, not for lands.

Naturalize You’ve got quite a bit of this kind of destruction anyway. You can cut the worst one.

I’d also suggest running more basics to make better use of Extraplanar Lens. I’m not a fan of Zhalfirin Void, and since you can just regenerate your blockers, Maze of Ith and Labyrinth of Skophos seem unnecessary. I do like Labyrinth, though, since you can remove blockers and let damage trample over, but with that much mana you could also just activate Ezuri again. Probably get more damage in that way, too. If you need them to deal with voltron commanders, they are pretty useful, then. Just try to keep track of how many times the pesky creatures have hexproof to see if it’s worth it to run the lands.

Profet93 on Yeva Draw-Grow

1 month ago

Inkmoth

The above suggestion also works with ur 2 enchantments that attach onto lands for extra mana as well. The above user also reminds me....not sure if I suggested it before, but if you add a Maze of Ith, which is also useful against combat based commanders, you can produce infinite mana using Maze + Lay/Elder/Candelabra + Cradle/Nythk (I'm a bet inebriated so I hope that makes sense). This infinite mana can be used as you wish

RNR_Gaming on Ashaya Large cEDH

1 month ago

So Maze of Ith is actually some stupid good tech. Especially with the untap 2 land creatures; I use to run it in yisan as sort of an alternative way to go through all the verses in combat. A lot of people liked to extract my win cons and I found it to be a lot of fun to win in combat. Though you'd probably want Staff of Domination too as an additional outlet/enabler.

griffstick on First look at Akiri, Fearless …

1 month ago

The way its written sounds like you can draw more cards the more opponents you attack. Not the number of attacking creatures. I think getting the creatures to attack with, without losing them should be a consideration. Even if they dont connect you still draw.

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