Maze of Ith
: Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn.
|Have (2)||orzhov_is_relatively_okay819 , dexxter7|
Combos Browse all
- Alesha, Who Smiles at Death + Maze of Ith
- Crawlspace + Maze of Ith + Maze of Ith
- Ley Weaver + Maze of Ith
|Commander / EDH||Legal|
Latest Decks as Commander
Maze of Ith Discussion
3 weeks ago
4 weeks ago
Additionally, Toski makes a great creature to mutate! I run all of the mono-green mutate creatures:
For lands, a Maze of Ith and Rogue's Passage can be very useful. If you add Maze of Ith, consider getting an Argothian Elder as well, since during combat you can create infinite Squirrel tokens using Squirrel Nest on a land and then the Elder to untap both the Maze and the Squirrel Nest land.
1 month ago
It can tutor up some lands - which is always needed in BW - and once it flipped it has the same effect as the maze plus it taps for one colorless.
1 month ago
Goose_ Thank you a ton! Glad you like it. I hated the idea of dredge because binning a bunch of useful things into your graveyard made me really hate the idea. Plus, the combo is to much for my playgroup and they would never let me play it if I built it that way. As for the mana base, you can totally build it on a budget and it'll still run beautifully. Lands like Terramorphic Expanse that let you still fetch lands will still put in work in a deck like this. Fabled Passage has come down in price so that's an amazing option as well! The Tabernacle at Pendrell Vale is really only in here because I love the card. You totally do not need it whatsoever. Cards like Crystal Vein are perfect since they still tap for two and can be sacrificed. Perfect option if Ancient Tomb is out of anyone's budget!. After that, I would just get creative! Lands that you know will put in work like Bojuka Bog and Maze of Ith are fun and interesting options for your mana base! Then the standard array of multi-colored lands and that will wrap it up perfectly. Hope this helped!
1 month ago
Nice build, very creative. Damn, that was a lot to read through, haha.
My impression is that it doesn't have enough protection. The one card that I see in your maybe board for that which I like is Stonewood Invocation , since it doubles as a pump spell. But I would also like traditional protection cards like Heroic Intervention and Swiftfoot Boots (you wouldn't want Lightning Greaves , since they would prevent you from pumping Rafiq). Some other less standard protection cards might include Sylvan Safekeeper , Bastion Protector , Guardian Augmenter , and Shalai, Voice of Plenty . I would maybe pull from your mana-ramp to make room for at least a couple of these, since your mana curve is so low, and your pump spells are so cheap.
As for the disruption category, if it were my deck, I would do it differently. Blue and white have all of the best tax spells. It would take a novel to list them all, but for this deck I would include Ghostly Prison , Propaganda , Kataki, War's Wage , AEther Barrier and Norn's Annex , as well as artifacts like Crawlspace , Defense Grid , Damping Sphere ... this list could go on forever. And I like that you included Silent Arbiter , which makes me want to recommend using Dueling Grounds as well. Especially if you can fit in that Maze of Ith on your maybe board.
And finally, I'm confused by the inclusion of Green Sun's Zenith . What are you searching for with it? Your big pounder is in the command zone, not your library. Are you tutoring mana dorks with it? It doesn't seem entirely necessary. Maybe you can explain the reason to me that I'm not seeing. Frankly, I'd replace it with another land. You only have 32 of those.
Hope any of that helps. Cheers!
1 month ago
heinrichgraum says...#3 "If cost weren't a factor the #1 card I want to get for this deck is The Tabernacle at Pendrell Vale , which if you do also swap out bitterblossom for Pendrell Mists for a second copy of the ability."
1 month ago
It's been a while since I commented on this deck. Not sure if I or others suggested this in the past, but Argothian Elder + Maze of Ith (during attack phase) = Infinite mana to be used at instant speed. Not sure if you can win from that point, nor do I fully understand the cEDH meta, but I thought it was worth mentioning. Even despite the fact that it doesn't produce mana, it can stop something like Tymna the Weaver from connecting. Also, I hope you're doing well. I saw the updates, nice job and explanations for additions/cuts, I agree with all of them.
1 month ago
1x Tangle Wire
1x Bolt Bend Is this ever reduced for your commander?
1x Taurean Mauler It's okay but sort of unnecessary. Can have an artifact dwarf instead.
1x Torbran, Thane of Red Fell Useless in your deck, replace with a 1 mana dwarf.
1x By Force
1x Wheel of Misfortune Really unreliable, especially if all 4 players still playing.
1x Akroma's Memorial You shouldn't win by combat.
1x Illusionist's Bracers One use of commander should be more than enough to win.
1x Dwarven Thaumaturgist His effect is irrelevent.
1x Mycosynth Lattice Mana fixing for opponents, how generous.
1x Rings of Brighthearth see Illusionist's Bracers above
1x Clock of Omens Primary wincon, and at instant speed.
1x Dwarven Grunt 1 mana dwarves
1x Dwarven Scorcher 1 mana dwarves
1x Dwarven Trader 1 mana dwarves
1x Enslaved Dwarf 1 mana dwarves
1x Liberated Dwarf 1 mana dwarves
1x Proteus Machine Artifact dwarf, slotted for consistency. Unnecessary really, can be replaced with whatever.
1x Feldon of the Third Path Can create an artifact dwarf or maybe pull out a dragon that was discarded/played if game went too long.
1x Possessed Portal Use if winning and clock of omens has been dealt with or you don't have an artifact dwarf.
1x Daretti, Scrap Savant Good for rummaging or returning an artifact, since you always have a treasure in play. Can be replaced with good card draw.
1x Mystic Forge 1/4 of deck is artifacts. Can also fix dead draws to a certain extent. Can be replaced with good card draw.
1x Herald's Horn Call dwarves every time. Can be replaced with good card draw.
1x Final Fortune Can win out of nowhere. Use only if you are certain you can win. Be careful, highly recommended only if opponents appear tapped out.
Other worthy mentions I don't feel like figuring out how to slot in right now:
Outpost Siege Solid red card draw.
Commune with Lava Playable red card advantage.
Maze of Ith Use this as a spell slot, not a land slot. Can untap your own dwarves, or be used defensively.
Scrying Sheets all your lands are snow for whatever reason, so could be okay if you have nothing else to cast in a turn.
Valakut, the Molten Pinnacle with all these mountains, why not?
Command Beacon In case people kill your 1 toughness commander too many times.
Darksteel Citadel More artifacts. ONLY PUT IF you don't have color problems.
Flamekin Village Not sure if haste is important enough, but something to consider.
Inventors' Fair gives you health, but more importantly can tutor an artifact.
Madblind Mountain If you end up with a lot of top deck shenanigans.
Labyrinth of Skophos If you're being attacked.
Kher Keep Chump blockers.
Shinka, the Bloodsoaked Keep Might help seem more intimidating early game?
Sequestered Stash Can return an artifact to your DECK, and then commander can grab it.
Sea Gate Wreckage If you run out of cards and have colorless mana sources.
Quicksand Can dissuade attackers
Nykthos, Shrine to Nyx Big mana
Myriad Landscape Ramp
Mouth of Ronom If you still have too many snow lands.