Root Maze

Root Maze

Enchantment

Artifacts and lands come into play tapped.

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Printings View all

Set Rarity
Tenth Edition (10E) Rare
Tempest (TMP) Rare

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Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Root Maze occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Root Maze Discussion

TOCMtG on Estrid EDH

2 weeks ago

I'd like to recommend a few cards:

  • Squeeze barely touches you, but can really put the screws to your opponents.
  • Stasis is by far one of the best enchantments in any Estrid deck like this and i'm kind of surprised it's not in this list. Winter Orb is a similar case.
  • Estrid's Invocation is both a copy enchantment and a decent draw engine and it should probably find a place in your deck.
  • Root Maze is another good way to slow down your opponents.

Also, you have Heliod, Sun-Crowned listed twice here.

Servbot40 on Tuvasa Enchantress

2 weeks ago

GucciJesus - This deck seems like a good start but it does have a few glaring weaknesses. From what I can tell you only have 9 instances of ramp with a fairly high average CMC, Two enchantress cards not including your general and no clear game plan. Tuvasa is a fairly versatile commander with strong theming that draws her to have you jam every enchantment into a deck and roll with it. This will work in most low power metagames and feel strong as you will likely have few opponents with decks built to handle enchantments and the extra draw every turn will put you ahead in most cases. However, the lake of a true plan to win the game will, feel like a slog when you get to the last few moments of the game, where you just keep casting Tuvasa hoping she will stick so you can 21 someone, only to have her removed before combat.

This is where a focused game plan can help breath new life into your deck. Typically Tuvasa has two clear options: Pillow Fort Enchantress or Voltron Enchantress.

Enchantress Decks typically try to turbo out a bunch of cheap enchantments to eventually win with overwhelming card and some win-con.

The pillow fort variety will usually puts up a wall of enchantments (Sphere of Safety, Propaganda, Elephant Grass) to prevent your opponents from hurting you while you play cheap and useful enchantments (Root Maze, Sterling Grove, Blind Obedience) with various enchantresses (Enchantress's Presence, Satyr Enchanter, Verduran Enchantress, Nessian Wanderer) to draw to a win-con (Opalescence, Starfield of Nyx)

Voltron attempts to win with a large Tuvasa, which appears to be the route that the Precon was built for. The issue is it seems you have no true protection from your commander. But Tuvasa is unique to other enchantment based voltron commanders in that she gets big with regular enchantments rather than aura's. Cards like Asceticism, Privileged Position can protect her, and cards like Levitation can help her get in for damage. The cheap and useful enchantments (Root Maze, Sterling Grove, Blind Obedience), various enchantresses (Enchantress's Presence, Satyr Enchanter, Verduran Enchantress, Nessian Wanderer) still apply here.

Finally the ramp situation, if you are in a metagame that has limited mass enchantment removal (most) and shy's away from land destruction, then you should look to land aura's that ramp like Utopia Sprawl, give you extra land drops like Exploration or are just powerful like Carpet of Flowers. A good ration is around 10 to 12 ramp spells.

One final note while Sol Ring is a powerful card in most situations, it isn't necessarily better than the previously mentioned ramp spells, as they accelerate your game plan (buffing Tuvasa, draw you more cards) and can ramp you into Tuvasa, 3 things Sol Ring is not good for. I usually drop it from most of my decks where the commander doesn't have any colorless mana in their cost as its usually a dead draw in my opening hand and causes political problems.

dingusdingo on Dockside Extortionist Loops

1 month ago

Good afternoon to all the lovely folks of TappedOut (except the guy who advocates playing Doomsday and passing). On today's thread, lets discuss Dockside Extortionist loops.

As some of you may be aware, the combo of Dockside Extortionist is used alongside Temur Sabertooth to generate infinite mana, usually in 4 or 5 color shells with a commander as an outlet for winning. The gist of the loop is to create 5 Treasure tokens from Dockside, then use 4 of the tokens to bounce and replay Dockside from the Sabertooth.

This combo has been covered in a few places before, but I keep seeing it! So lets dive into why I personally think this combo should be avoided.

1. Players can scoop

The single biggest reason not to run this combo for winning.

  • 104.3a A player can concede the game at any time. A player who concedes leaves the game immediately. That player loses the game.

Conceding is an action that doesn't use the stack, and can immediately stop your combo from executing. Imagine a scenario in which you have 3 opponents, with 5 artifacts/enchantments split among them with a 2/2/1 split (so two opponents have 2 and one opponent has 1). With Sabertooth on the board, you play Dockside to start your loop. An opponent who is knowledgeable of the combo with 2 artifacts/enchantments decides to scoop. Now, instead of winning, your combo is going to be mana negative and no longer works.

But Dingus isn't that unsportsmanlike?

Ethics aside, scooping at will is an action other players can take. Relying on your opponents to act in good faith is a losing strategy. Also consider that there are quite a large number of spiteful players, a problem exacerbated by losing. I can think of more than one game I've seen someone revel in their role of playing Kingmaker (deciding who wins after they lose)

2. Dockside relies on opponent's board state

Relying on your opponent's having a certain board state to execute your combo makes it much more fragile. Even if you're holding both A + B of your combo, having to wait until your opponent's assemble a certain board state means you may end up losing with both pieces available for use.

Also: artifact/enchantment removal in response to the trigger is another vulnerability for this combo. Seeing 5 qualified permanents on the board and having one or two removed puts you under the threshold.

3. Treasure tokens require a tap and activation, and an ETB to be created

Much more minor than the other points, but still a reason. ETB tapped cards see play, especially Root Maze Blind Obedience and Manglehorn. There are a handful of other ones too, like Kismet which are more niche. There are also cards that stop artifact activations, namely Stony Silence and Null Rod but also Karn, the Great Creator. The effects that turn off ETB triggers, namely Hushbringer Hushwing Gryff and Torpor Orb all stop this combo as well.

Counterpoint: Both pieces have high enough independent quality to be worth running

Dockside Extortionist is treated for the most part like a red ritual. Temur Sabertooth has lots of application for resetting valuable ETB effects or saving creatures from removal. A large argument for running this combo is that many decks would want to run both of these cards anyways, and slot efficiency is saved by relying on it for a combo.

I acknowledge this, but wholeheartedly believe that Dockside is much weaker than people realize. Most importantly, the two biggest decks to consider in the EDH meta currently are skewed more towards creatures than artifacts in terms of mana ramp. While these decks do indeed pack artifacts and enchantments, they aren't as prevalent as creatures. Furthermore, the biggest combos in the format currently with Flash Hulk and Fish Consultation don't run artifacts or enchantments, and are cost effective enough where the pilot doesn't need to build a massive rock board state to execute the combo.

Discussion

Do you consider this to be a viable combo for winning? Despite my opinion, I'm certainly interested in gathering more information or perspectives on the combo.

Inkmoth on Nylea, Shoot for the Stars (cEDH)

3 months ago

GrizzlyAtom: Just wanted to say that I absolutely loved the list! Safe to say you hit the nail on the head on almost all of your choices. However, I do highly recommend you make a couple of changes for the general consistency of the deck.

These won't be direct swaps to the cuts and more of a series of cards that you should highly consider as I don't want to cramp your style.

I hope this helps, I love the deck, will be keeping up with it. Final recommendation would be to use a similar categorization that I used in Yeva for your list as it helps you visualize your deck based off function and see where it is lacking.

Rabid_Wombat on LGS has a Problem Player...what ...

3 months ago

We have got this guy at my locals who insists on only playing Tamanoa every...single...game (which is not even a legal Commander for fricks sake).

That in itself would not really be a problem but his deck is Stax on steroids - packed full of Winter Orb , Root Maze , Stranglehold , Blind Obedience etc... you get the idea.

His wincon is to lock down everyone then play damage dealing effects like Ankh of Mishra , Manabarbs , Citadel of Pain and a whole heap of others then gain tons of life.

If anyone attacks him he whines and says "Why do you keep targeting me?!?" I flat out said to him: "Dude, you are fking my sh*t up - that's why."

How can I tell him, in the nicest way possible, that his deck sucks ass and I refuse to play against it ever again?

Profet93 on Ctrl-G | The Art of Mono Green Control

3 months ago

Ender666666

Curio > Fountain because of all of the shenanigans

Winter Orb is a great idea, synergy with Null Rod and Root Maze

StopShot on Ctrl-G | The Art of Mono Green Control

3 months ago

This came to me after I made my comment, but I think Cloudstone Curio could be used as a strong draw engine in this deck. Given that you have Argothian Enchantress , Eidolon of Blossoms , Enchantress's Presence , Setessan Champion and Verduran Enchantress , you could continuously bounce two small enchantments with each other to get a ridiculous amount of card advantage. You could even efficiently draw lots of cards with just Cloudstone Curio , Abundant Growth and Utopia Sprawl // Wild Growth as you can move the mana-enchantment on to other untapped lands to keep producing extra mana. You could even use it to get around your own Root Maze on your turn and you can bounce your lands for extra mana as well if you start running short on lands in hand.

Another card to consider for control purposes would be Quicksilver Fountain as you can slowly turn all your opponent's lands into Island s. This strategy is pretty effective in green commander decks as you can use cards like Crop Rotation , Sylvan Scrying and Ancient Stirrings to fetch Unstable Frontier . The trick with Quicksilver Fountain and Unstable Frontier is that you can have the fountain target one of your lands to put the flood counter on it, and then in response to the ability on the stack you'd tap the frontier to turn that targeted land into an Island for the turn. Because the land is now an Island it becomes an illegal target for the Quicksilver Fountain 's ability countering it which means the land will not get the flood counter. With this your opponents lands will end up mana-screwed while you'd get to keep your lands in tact. The best part is even if your opponent's remove the Quicksilver Fountain it will not remove the flood counters meaning your opponent's lands will remain permanently stuck as Islands. This means you could create a serious dead lock with Choke or create a ludicrous amount of mana with Carpet of Flowers . As a bonus, instead of Unstable Frontier you can also use Cloudstone Curio to help remove flood counters by bouncing your lands with each other.

Of course these strategies would run at odds with cards like Titania's Song and Null Rod , but they're helpful to keep in mind and if your meta ever becomes less artifact dependent it might be best to switch them out for these cards along with Extraplanar Lens as these 3 mana artifacts aren't affected by Collector Ouphe or Damping Matrix .

Moriaatti on Backstreet Elves

3 months ago

@BX223Hunter

Hey, thanks for the suggestion! I wasn't familiar with Raking Canopy before, I'll try to get my hands on one.

Couple of my friends run artifact decks, so Root Maze is great. It's a tech card, so switching it for something on my maybeboard is always a possibility.

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