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

StopShot on Innistrad: Midnight Hunt and Crimson …

1 month 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 …

1 month 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

1 month 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 A House of Cards

1 month 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.

malacai on In the Spirit of Tribal Decks

2 months ago

Based on this list I would make the following chnages to Ranar.

Out -> In

Cosmos Charger -> Eldrazi Displacer

Drogskol Reaver -> Yorion, Sky Nomad

Drogskol Cavalry -> Thassa, Deep-Dwelling

Empyrean Eagle -> Felidar Guardian

Geist of Saint Traft -> Charming Prince

Radiant Purge -> Path to Exile

Misdirection -> Swords to Plowshares

Rally the Ranks -> Reality Shift

Ichor Wellspring -> Counterspell

Synthetic Destiny -> Dovin's Veto

LunchBox1211 on Card creation challenge

9 months ago

Elezabeth, Sovereign Monarch

Legendary Creature - Human Noble

Indestructible.

When you cast ~, you become the monarch. Opponents can't become the monarch until your next upkeep.

When an opponent becomes the monarch, draw 2 cards.

1/2


Make a land with landfall. As an additional challenge, name the boros version of Nimbus Maze.

TriusMalarky on LIFE GAIN DOES MATER

10 months ago

Anyone claiming Spell Pierce is bad is insane. It's an amazing card in any playgroup that is tuned in any way. is a pretty big tax. However, it's not good as generic countermagic -- it's for crushing combos or protecting your combo.

If your playgroup isn't tuned to any degree, doesn't run many combos at all, and you're not using a combo wincon, replace Spell Pierce. If you're playing anything other than low power hyper casual commander, keep Spell Pierce and add more countermagic. Every blue deck should include Negate, Counterspell, Dispel.

Second, you have 14 taplands. This is horrible. I don't care what meta you're in, fix that. I'll give you some tips: River of Tears, Nimbus Maze, and Caves of Koilos are all really cheap and will make your manabase a lot better. Cut a handful of taplands for more basics -- they're great and in budget manabases they are necessary for making your deck work. Glacial Fortress, Isolated Chapel, Drowned Catacomb aren't too pricey and will make your manabase MUCH better. Tainted Field and Tainted Isle are pretty cheap.

Cards I'd cut: Debt to the Deathless, Death Grasp, Serra Avatar. They all just cost too much mana.

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