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)||metalmagic , lorddarkstar|
|Want (3)||thegrayfish , Blue_Razz , Ouranos139|
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|
Maze of Ith occurrence in decks from the last year
Latest Decks as Commander
Maze of Ith Discussion
2 weeks ago
Academy Ruins , Castle Ardenvale and the whole Eldraine cycle, Maze of Ith , The World Tree ... If you look around there's plenty of lands with cool abilities, on top of that, it counts all lands on the battlefield so if you're out of ideas, just play it to see what your opponents are using. It's more of a utility piece that also fixes your colors, than an actual combo piece you aim to win the game with. But a very fun card nonetheless.
1 month ago
The average power of my creatures is too low for me to run Rishkar's Expertise , I had it but many times I was only getting to draw 2 cards and being able to cast a 5 drop for free isn't really that impressive in a deck this full of mana, same with Garruk, my creatures are just too weak to make them worth running, and same with Shamanic Revelation . I play against a lot of blue so the anti blue is a meta choice. I don't have any combat tricks or need for the Maze of Ith combo, nothing really to do with the mana at instant speed, too much of what is done is sorcery speed. I am not a fan of the creature only portion of Castle Garenbrig because the majority of the time I see fewer than 4 lands, so I don't run it, I don't need the extra mana anyway. Praetor's Counsel is better imo because I get everything back, and 2 mana in this deck is nothing. Emerald Charm is there for the utility, though usually it untaps a land, cradle/nykthos/lodge or a creature like Priest of Titania .
As far as combos, the majority of the deck is infinite mana combos, then I either kill with craterhoof or ballista. I didn't feel like making a primer, so I'm not.
1 month ago
Can you list out combos?
What's the point of emerald charm, cradle + enchantment removal?
Shamanic Revelation > Collective
Seasons Past IMO > Praetor's counsel - 2 mana can make a big difference in a competitive deck.
Although not competitive, something to consider is Rude Awakening - Ramp with cradle, draw with shamanic revelation/collective (not regal force unfortunately), ritual given enough lands/dorks, alternative aggro wincon, etc... Lots of good stuff with the right set up.
Cut half forests for snow forests to trigger field of the dead
Castle Garenbrig - Upgrade
Maze of Ith - Combo with Argothian Elder to make infinite mana during the combat phase
You seem to have a good amount of slots dedicated to anti-blue. Is that necessary when it takes away from your gameplan? I feel if you cut seedtime, dosand or gaea's herald (note, I think there is a better version of herald that came out relatively recently), you can add more cards to help ensure consistency through redundancy. How much blue is in our meta?
1 month ago
Enchantment - Aura
Enchanted land loses all abilities and is a basic Wastes.
Whenever enchanted land is tapped for mana, Leyline Severance deals 1 damage to its controller.
It's 2 mana soft land destruction. A little bit cheaper than Stone Rain. Same cost as that one from Alpha that costs . Doesn't destroy the land, but nerfs any troublesome abilities like Maze of Ith or Tolarian Academy.
Create a mana rock that returns to your hand every time you use it.
1 month ago
enortom Read over the list again, and it's looking great! I will, however, say that Maze of Ith really should be included here. You have a buttload of mana rocks and 37 land already, so having a land that can instant speed fog a creature taking up one of those slots really wont hurt your curve or mana base in the slightest. Really liking the deck. I'll come back here and drop a line in if I see something! =)
1 month ago
I see someone else has already started brewing the new commander. I really like where the deck is heading! Here are a couple suggestions I would give for the brew:
-1 Beacon of Unrest... In general I dont think you'll be getting enough cards in opponent's graveyards for this to matter very much
-1 Crux of Fate... No dragons in the deck, doesn't seem incredibly good at 5 mana, but you can keep this one in without a huge problem.
I'm noticing maybe too much emphasis on a theft style of play? I personally would go the route of controlling your opponents hand and board until you can ramp to Tibalt and pop off, though this is your choice.
-1 Grab the Reins...7 mana for getting a little value out of a creature the destroying it just isn't good enough when you could be devoting that slot to better ramp options (which this deck desperately needs)
Nothing much to say here, maybe cut a mountain or two for some swamps for better mana? Maze of Ith seems good for protecting walker Tibalt in a pinch
-1 Stormfist Crusader... One extra card per opponent usually won't matter
-1 Glasses of Urza... this card will never be relevant. Ever.
Nothing much to say here in terms of cutables.
-1 Angrath, the Flame-Chained... To expensive, too little payoff
-1 Ob Nixilis Reignited...inefficient card draw/removal engine
Cards to Consider
Note: Add more sacrifice outlets like Yawgmoth, Thran Physician or Phyrexian Altar to prevent your opponents from getting any creatures you stole back. Additionally, I would suggest to find a few more cards of removal and focus on making the deck play as smoothly as possible. Really love where the deck is headed. Good work =)
2 months ago
Do you guys only play games that end with your hand still full of cards? I've used this one in many decks, especially decks that run out their hand fast. Once you have the 10 permanents out, you can never lose the city's blessing. Paying 6 mana for an additional card is fine when it's turn 13 and everyone ran everything in each others' boardwipes and are now topdecking. And in that stage of the game, I was glad I had this card out, because even when topdecking a land, my lands draw me cards to keep going.
It is priceless to have those effects on utility lands. Even if you never draw a card with them, they still pay for your spells and you lost nothing by running them.
Unlike things like Maze of Ith or Temple of the False God that can do literally nothing depending on your boardstate, the carddraw lands are still Wastes with upside and no opportunity cost to help you beat your opponents who play Painful Quandary or every single version of Planar Cleansing.
If my commander doesn't draw cards, I'll have at least one of these in the deck because not every deck curves out perfectly and is able to spend all mana every turn. Sometimes all you draw is lands and this is the difference between playing the game, or being bored while others play the game. Don't overload on lands like these, obviously, there's a downside to colorless lands in colored decks, and every color has more efficient cards to help you with card advantage, but actually calling them unplayable? I would only be able to say that with a straight face if RNG in Magic was always on my side.
2 months ago
Maze of Ith would be an amazing card to protect Hans, as well as most of the "Maze" type cards