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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Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Duel Commander Legal
Leviathan Legal
Highlander Legal
Custom Legal
Legacy Legal
2019-10-04 Legal
Casual Legal
Canadian Highlander Legal
Limited Legal
Commander / EDH Legal
Unformat Legal
Oldschool 93/94 Legal
Tiny Leaders Legal
Oathbreaker Legal

Maze of Ith occurrence in decks from the last year

Latest Decks as Commander

Maze of Ith Discussion

Harbinger69 on New Tibalt- Sen triplets with horns

3 days 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! =)

Harbinger69 on New Tibalt- Sen triplets with horns

5 days 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:

Sorceries:

-1 Ashen Powder...Seems like a worse Reanimate at way too high a cmc

-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.

Instants:

-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)

Mana Base:

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

Creatures:

-1 Stormfist Crusader... One extra card per opponent usually won't matter

-1 Zealous Conscripts... Too expensive and not impactful enough without a Kiki-Jiki, Mirror Breaker combo package

Artifacts:

-1 Glasses of Urza... this card will never be relevant. Ever.

Enchantments:

Nothing much to say here in terms of cutables.

PWs:

-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 =)

plakjekaas on Arch of Orazca

2 weeks 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.

Xavier2184 on Erikschildren Partner

3 weeks ago

Maze of Ith would be an amazing card to protect Hans, as well as most of the "Maze" type cards

elk88 on [[Primer v3.5]] - OM_RATH!!! (M21 Update!!!)

4 weeks ago

@ BenWin I'm poking my nose in here regarding the card suggestions/discussion and I have to say I agree with _Arra_ here when it comes to Strip Mine. Unless you're playing to a specific meta/play group/ LGS, having minor interaction that still synergizes with the deck is worth it. This is an eternal format and you're going to run into things you have to compensate for let alone the value in messing up an opponent/slowing them down/hurting their game plan (even at the cost of your own tempo). You're going to run into Maze of Ith / Glacial Chasm type lands or Dark Depths or Thespian's Stage or Field of the Dead or Gaea's Cradle or Urborg, Tomb of Yawgmoth or Cabal Coffers or a slew of other lands that lead to insane advantage or wins or combos or disruption of your game plan etc etc. We can't always be ahead and hope people are having to deal with us. Folks pack interaction and sometimes it's tough to keep Omnath in play or sac outlets or Warstorm Surge burn effects on the battlefield (there are 3 opponents after all). Having some sort of your own interaction; as long as it fits the deck, seems worth the 'cost/benefit' concern. Besides, Strip Mine is not really punishing a lands/ landfall based deck that can get the advantage out of the card before using it, has the ability to tutor the card when needed, has synergy based cards when lands are in our grave and has the ability to recur the card for multiple uses (especially when you're able to tutor for creatures that allow you to recur it). So go on and cut a color for the Kenrith/ Golos player, strip lock the person out in front to bring them back in line, get that Nykthos, Shrine to Nyx/ Gaea's Cradle/ Cabal Coffers so you don't fall behind. All of it seems good to me with almost no downside (and in many cases in this deck, it's an upside). Anyway, just my two cents.

Housegheist on LochNess-Monsters

1 month ago

@gingerthewritingdog:

Thank you for your suggestions. On the original list there are mostly cards which i already own.

Nevertheless i agree to Pongify > Jwari Disruption  Flip and Thaumatic Compass  Flip > Maze of Ith. What i like about the compass is that you can tutor for lands and gain the same effect as Ith AND tap for mana if your need to. The latter is definitely a worthy swap.

Don‘t you think Flood of Tears would be a more efficient swap for crush of tentacles?

With mostly high power creatures i thought Khalni Ambush  Flip would be a versatile removal or a land drop if you need one.

gingerthewritingdog on LochNess-Monsters

1 month ago

I personally prefer Flood of Tears over Devastation Tide as well as Thaumatic Compass  Flip over Maze of Ith, but those are just preferences and you don't need to add them. Also Jwari Disruption  Flip and Khalni Ambush  Flip could be replaced with more efficient removal like Pongify and Rapid Hybridization.

Tropical_December on Land Interaction

1 month ago

Halls of Mist is fun, Maze of Ith, Mystifying Maze, Labyrinth of Skophos all deal with attackers. Another way to deal with creatures is with removal: enter Quicksand and Mouth of Ronom. When protecting your own creatures Yavimaya Hollow is the best. With your general being a 6/6 Arena will kill quite a few unfortunate souls.

Petrified Field is great for recursion of valuable lands, Tolaria West will find the valuable lands and when paired with the field you get two tutors.

Soldevi Excavations is good filtering on a land, Search for Azcanta  Flip is great for finding noncreature spells; however, note that it also cannot get lands. Halimar Depths is a one time top deck filter, you have to decide whether entering tapped is small enough to ignore. Castle Vantress is going to be the best land for this, four mana plus a tap is expensive though.

All creature lands are great, but given enough mana Urza's Factory is even better, just pumping out creatures. Hostile Desert takes advantage of all the lands that will undoubtedly be entering your graveyard. Of course the aforementioned Field of the Dead is the best at generating blockers and possibly attackers.

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