Nimbus Maze

Nimbus Maze

Land

: Gain .

: Gain . Activate this ability only if you control an Island.

: Gain . Activate this ability only if you control a Plains.

Latest Decks as Commander

Nimbus Maze Discussion

multimedia on Tricky Flicky

4 days ago

Hey, well done so far on a budget.

Unfortunately, Ranar has been errata to instead say, "Whenever one or more cards are put into exile from your hand or a spell or ability you control exiles one or more permanents from the battlefield, create a 1/1 white Spirit creature token with flying". This change means Ranar + Samurai of the Pale Curtain + Blasting Station isn't an infinite combo anymore. The act of sacing a Spirit with Station is a cost not a spell or ability. Ranar now cares about the source that originally made the permanent leave the battlefield and the original source has to exile the permanent which Station doesn't do.

Samurai of the Pale Curtain's ability to exile opponent's permanents is also hindered by this errata because now Ranar cares about the source that removed the permanent from the battlefield before Samurai exiles that card. For example, if you destroy an opponent's artifact with Disenchant that permanent is destroyed and then Samurai exiles that permanent when it goes to the graveyard, but you don't create a Spirit by Ranar. The original source that made the permanent leave the battlefield is a spell, Disenchant, but Disenchant doesn't exile and it must to create a Spirit. Swords to Plowshares still works fine since it exiles the creature as the original source doing the exile.

Ranar + Blasting Station + Restoration Angel + Felidar Guardian is still a win condition infinite combo since the errata to Ranar doesn't change it's effect with blinking permanents.


30 lands is a low amount with only 5 sources of ramp. Consider 5 more budget lands and ramp?

A excellent budget interaction with blink is Palace Jailer since when Jailer is blinked the exiled creature doesn't return to the battlefield, that only happens when you lose the monarch not when Jailer leaves the battlefield. This makes Jailer when blinked an engine to exile opponent's creatures which also creates Spirit tokens by Ranar. Jailer also gives you the monarch when it's blinked for a repeatable draw source at your end step. Spirit tokens help to defend as blockers to keep the monarch since the only way you lose the monarch is by an opponent doing combat damage to you or an opponent plays a card that makes them the monarch.

If interested I offer more advice including cuts to consider. Good luck with your deck.

LinkOpensChest_wav on Kwain Digs Further Down The Hole

1 month ago

Prairie Stream, Skycloud Expanse, and Port Town are less than $0.50 right now and could replace some of your taplands

Likewise, Nimbus Maze is less than $0.75

I'd recommend trying to get those now, while they're still cheap

nbarry223 on 5c Neoform Value (Suggestions Wanted)

2 months ago

Ok, here's a landbase to try out (tried not to change too much and make it work a little better life-wise while still maintaining the ability to get most any color combination by the turn you need it):

1x Reflecting Pool
1x Yavimaya, Cradle of Growth
1x Ketria Triome
1x Zagoth Triome
1x Breeding Pool
1x Stomping Ground
1x Temple Garden
3x Windswept Heath
3x Wooded Foothills
1x Misty Rainforest
2x Forest
1x Plains
1x Island

Below can be 4 of anything from fast lands like you have now to vivid lands etc. I'll just list a few + lesser options in case you like any, but the core is above. You should concentrate on having access to then / then then lastly (couple exceptions which I explained). I tried to put them in order of relevance.

Vivid Grove (there's other vivid lands, this is the green one though, and you don't want many tapped lands)
Fire-Lit Thicket (there's other of this cycle, but this is first choice because it will help with your costs)
Barkchannel Pathway  Flip
Branchloft Pathway  Flip
Temple of Mystery (lots of temple options, sometimes the scry is worth the tapped land)
Wooded Bastion
Flooded Grove
Hengegate Pathway  Flip
Cragcrown Pathway  Flip
Grove of the Burnwillows
Lair of the Hydra (manland that you could transform at low cost, or large beater for endgame)
Nimbus Maze
Simic Growth Chamber (maybe it is worth waiting a turn to reuse a land, but probably not in most cases)
River of Tears
Exotic Orchard
Pillar of the Paruns

StopShot on Innistrad: Midnight Hunt and Crimson …

5 months ago

I'd like to see a second wave of foretell cards. Innistrad is a spooky realm and foretell would be great in terms of suspense and surprise. It would also work really well with werewolf flip mechanics as you can turn multiple cards in hand face down without actually casting anything just to flip your werewolves.

I would absolutely love to see a complete set for Nimbus Maze or even Grove of the Burnwillows , but I'm willing to bet they're going to complete the Lorehold Campus cycle just under a different naming scheme for ally lands.

Lastly I do hope Investigate returns as a mechanic or they make another white draw effect like they've done the last two times with Mentor of the Meek and Bygone Bishop .

Also can we please get a Slender Man EDH commander? Seriously, what is that thing in Certain Death ?

DemonDragonJ on Innistrad: Midnight Hunt and Crimson …

5 months ago

There are still several months remaining before the releases of Innistrad: Midnight Hunt and Innistrad: Crimson Vow, but I would like to begin speculating about them, now, to see what the users of this forum are seeking in those sets.

First and foremost, I very dearly wish to see a creature version of Exquisite Blood , since there have now been numerous creatures with the ability of Sanguine Bond , but none with the ability of Exquisite Blood , which is both ridiculous and illogical, because EB’s ability actually makes far more sense on a creature than does SB’s.

Second, I hope to see some excellent new angels and demons, since those are my two favorite types of creatures in this game.

Third, I am neutral toward werewolves, but I know that many players are fond of them, so I would like to see another legendary werewolf, since there currently is only one of those, and I know that players wish to have more options for a werewolf tribal EDH deck.

Fourth, on the subject of transforming cards, there have been a number of creatures with abilities that trigger when they transform, but there have been few, if any, cards with abilities that trigger when other permanents transform; for example, I would like to see permanents with effects such as "whenever a creature transforms, this permanent deals 2 damage to that creature's controller," "whenever a creature transforms, its controller draws a card," or "whenever a creature transforms, return target card from your graveyard to your hand," and so forth.

Fifth, I would like to see any of the following cycles of dual lands be completed: the "horizon lands" (i.e., Horizon Canopy , Silent Clearing , etc.), the "battle lands" (i.e., Canopy Vista , Cinder Glade , etc.), or Nimbus Maze (I know that that is only a single land, but it definitely deserves a full cycle).

Sixth, I feel that these sets would be great sets for reusing the unearth mechanic, since that has not been used in some time.

What does everyone else say about this? What would you like to see from the two upcoming Innistrad sets?

multimedia on Ranar the Ever-watchful by Silmeon

5 months ago

Hey, good budget upgrade of the precon.

You're best line of play here is Ranar + Felidar Guardian + Restoration Angel which equals infinite 1/1 Spirits. Guardian and Restoration infinite blink each other and each time one of them blinks it's one instance of exile to trigger Ranar. Because Restoration has flash then you can do this combo at instant speed on your last opponent's turn to create infinite Spirits to then attack with them on your next turn as a win condition.

Flickerwisp also combos with Restoration Angel and this combo is different since it's delayed. At each player's end step Ranar + Flickerwisp + Restoration creates two Spirits. With Flickerwisp in your control blink it with Restoration; Flickerwisp ETB and blinks Restoration. Restoration doesn't return to the battlefield from exile until the next player's end step. At the end step Restoration ETB to blink Flickerwisp, Flickerwisp ETB to blink Restoration and repeat on the next player's end step. At each end step you get two separate exiles for two triggers of Ranar.


Reconnaissance Mission is good repeatable draw with 1/1 flying Spirits since each one that does combat damage to an opponent you draw a card. Mentor of the Meek can trigger to draw for one mana each time a 1/1 Spirit or 2/2 Spirit is created.

Palace Jailer is powerful repeatable opponent creature exile with blink especially with Soulherder . When Jailer ETB you become the monarch which is at your end step you draw a card. Only one player can be the monarch at one time and how a player becomes the monarch is they do combat damage to the player who's the monarch or they play a card that makes them the monarch.

What makes Jailer powerful with blink is that creatures he exiles don't return to their owners unless you lose the monarch to an opponent. When Jailer leaves the battlefield from being blinked all the creatures he has exiled stay exiled. Then when Jailer ETB you become the monarch which makes it difficult to lose the monarch. 1/1 Spirits are also good flying blockers to help you to keep the monarch as well as Ghostly Prison and other cards like it make it more difficult for an opponent to attack you to do combat damage to you.


Nimbus Maze , Port Town , Prairie Stream , Skycloud Expanse , Temple of Enlightenment , Irrigated Farmland , Ash Barrens are some budget land upgrades that could replace some basic lands, Azorius Guildgate and Meandering River .

Good luck with your deck.

multimedia on

5 months ago

Hey, really well done on a budget.

Lavinia of the Tenth affects all opponents which can detain a lot of aggro creatures. Lavinia wrecks against Krenko, Mob Boss by detaining all Goblin tokens, most Goblins as well as Krenko and having protection from red. Stonehorn Dignitary can deny your aggro opponent from attacking. Knight of the White Orchid 's first strike can help against aggro and it's a two drop source of Plains land ramp to blink.

For the manabase consider cutting some basic lands for these: Nimbus Maze , Ash Barrens , Bant Panorama , Esper Panorama , Glacial Floodplain

Good luck with your deck.

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