Mystifying Maze

Mystifying Maze

Land

: Add to your mana pool.

, : Exile target attacking creature an opponent controls. At the beginning of the next end step, return it to the battlefield tapped under its owner's control.

Latest Decks as Commander

Mystifying Maze Discussion

PlutoniumWedding on Pinball wizard

4 weeks ago

Hey!

Golos really embodies Timmy edh in that sense of 'I don't care what I'm casting as long as it's big and flashy!', doesn't he? :D

I have a few ideas and comments, in no particular order.

Expropriate seems like it would be one of the big ones for a bit more pay-to-win oomph.

I think Field of the Dead is amazing in Golos decks, since your five colour edh land base is unlikely to contain many duplicate names. It's not the wincon it apparently was in... Historic? But it generates a very steady stream of chump blockers. It's apparently still like $10, though.

Emergent Ultimatuming up a board wipe and Fated Return sadly only works if Golos for some reason is already in the graveyard, since you cast the two spells immediately and will need to choose targets for Fated Return before the wipe resolves. You can of course get some other big thing that's died during the course of the game.

The flat damage spells (Sorin's Vengeance, Searing Wind) seem weak - they only impact the game if someone is already at 10 or less life, and even then only if they're currently the threat. I'd look to those if you need to make cuts for higher quality cards.

Rise of the Dark Realms and Clone Legion are a few ways to get instant boards. Both work very well if you can sneak in an Eternal Witness (or Archaeomancer) as they can recur the little creature for infinite fuel, even though you're of course unlikely to cast either more than once per turn.

Omniscience is a great way to get all the fat spells in your hand to actually be useful. It's wonderful if you get it off of Golos, but perfectly OK to hard cast before emptying your hand of bombs.

I know you're mostly going for instants and sorceries - is there a reason for this? You don't have to have one, but there are a lot of nice permanent bombs that fit the Golos playstyle, like Etali, Primal Storm, Debtors' Knell, Worldspine Wurm and Mind's Dilation. Ugin, the Spirit Dragon is a boardwipe that spares Golos and sticks around as a nuisance and possibly even a long-term threat.

Another great card with Golos is Illusionist's Bracers. Twice the madness.

Given the deck's reliance on Golos himself, I'd think it almost mad not to run some protection, such as Lightning Greaves, Darksteel Plate, Swiftfoot Boots, Hammer of Nazahn etc. Counterspells would be an option, but it's so sad to flip them with Golos...

Since Golos ramps on ETB, flicker cards like Teleportation Circle, Soulherder, Conjurer's Closet and Thassa, Deep-Dwelling can each get you one free land every turn, not limited to basics. Running all of them is probably... A different deck. One or two might be nice.

If you do go with that approach, you have lots of options, like Urborg, Tomb of Yawgmoth + Cabal Coffers for lots of mana, The World Tree, Cascading Cataracts and Crystal Quarry for fixing, or utility lands like Maze of Ith and Mystifying Maze. Since these are lands that are perfectly fine to draw on their own, this takes up a lot less deck space than it might initially seem like.

I hope I've given you some ideas at least!

seshiro_of_the_orochi on Mystifying maze VS. Argentum Armor

1 month ago

Ok, a stack question :)

Step 1: The creature wearing Argentum Armor is declared an attacker. Armor triggers and its ability goes on the stack. They choose Mystifying Maze as the target.

Step 2: Your opponent passes priority and you can activate Maze, targeting the creature.

Step 3: No one wants to cast or activate anything else, so the stack starts resolving. Maze exiles the creature. That happens. Next, the ability from Armor destroys Maze.

Step 4: The stack is empty. In case nobody does anything else, the rest of combat happens as usual.

Named_Tawyny on Mystifying maze VS. Argentum Armor

1 month ago

So here's your stack - you wrote it out a bit out of order, but I think you do have it correct in your head.

Creature swings, Argentum Armor triggers. Opponent targets Mystifying Maze.

In response, with AA trigger on the stack, you tap MM and target the creature.

No other actions at this time.

MM Activated ability resolves, attacking creature is exiled. AA trigger resolves, MM is destroyed. (Abilities on the stack exist independently of their original source)

The rest of combat happens. Then 2nd main phase.

At the start of the end step, exiled creature returns to the battlefield (assuming it wasn't a token). AA is NOT attached to it.

Wbg1415 on Mystifying maze VS. Argentum Armor

1 month ago

Opponent swings with a creature and Argentum Armor is attached to it. I tap 4 mana and also tap Mystifying Maze to exile attacking creature. He chooses Mystifying Maze to destroy with the triggered ability of the equipment attached to creature. But I exile the attacking creature so does destroying mystifying maze resolve since me exiting attaching creature is on top of the stack?

Shuper on Ranar combo

4 months ago

First of all, love the deck.

I have been building my own version and this has given me some different ways of looking at things, thanks.

Secondly, some thoughts or questions:

I hadn't thought of Web of Inertia , Energy Field , or Mystifying Maze . Thanks.

Tropical_December on Land Interaction

9 months 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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