Root Maze

Root Maze

Enchantment

Artifacts and lands come into play tapped.

Latest Decks as Commander

Root Maze Discussion

smackjack on None

1 month ago

Lets have some FUN
4x Stasis (each with different art)
1x Root Maze

Reliquarian on [Nethroi, Apex of Death] - Junk Rock Enchantress

3 months ago

Thanks for the suggestions! You are certainly right about the enchantment based ramp being a great option for a deck like this (and one that allows for card draw with your ramp). I chose to go for the sorcery based ramp however because I find that the breaking point for this deck can be a well placed enchantment sweeper, and when that happens having all of your ramp taken out as well sort of ends the game for this deck.

Having my ramp in the form of sorceries that put lands onto the table is a good way to make sure my mana base stays together (plus land based ramp is just too powerful not to lean on when you have access to green). I also have many effects that sacrifice lands and then get them back from the graveyard or that just want them in the graveyard so having as many extra lands on the table as possible is always good.

That being said, including Smothering Tithe might still be something I want to look into, and I did also include the classic Wild Growth because it's a favorite of mine. Root Maze was also another good suggestion since I have so few artifacts in this list right now (which may change if I decide to add some in, I just haven't so far because cards like Sol Ring and Sensei's Divining Top make it into every deck I build).

Overall good suggestions, thanks for taking the time to comment and upvote! I appreciate it.

TriusMalarky on Dime-store Derevi (Competitive, Budget $75)

3 months ago

0rc ah yeah, I did miss the rogue-jank angle being incredibly effective. I've actually won several games with such a strategy myself.

I personally like playing high power with a budget, but I give my self a little larger budget as I dislike having to deal with tapped lands.

Might I suggest Compost , Verity Circle , and Insight as well? I've seen Circle just act as Rhystic Study against one or two green players, but I haven't tested the other two yet(they look amazing tho). Also, if you can find the budget, Root Maze is god tier when you're trying to use high budgets against people.

Also Yavimaya Coast , Sungrass Prairie and Skycloud Expanse might still be cheap enough. I also really like Hickory Woodlot , Saprazzan Skerry or Remote Farm if you can reliably flicker/proliferate, although that might not be on the menu here.

Quick edit: Compost and Insight look a little bit pricey for the $100.

Snap157 on [Nethroi, Apex of Death] - Junk Rock Enchantress

3 months ago

Some of the best ramp for enchantress builds come in the form of enchantments. Things like Wolfwillow Haven , Overgrowth and Smothering Tithe have the potential to ramp you just as much as your sorcery ramp.

Things like Grim Guardian and Hogaak probably don't let you win as much as you'd like. You only have 1 artifact, and might want to add Sol Ring even if it's a nonbo with your Stony Silence . Maybe add in Root Maze ?

It's fun to see enchantress builds that move away from bant colors. Cool concept +1

The99 on A Better Rograkh & Tevesh

4 months ago

johoj3

Glad you’re enjoying the list! However, I would suggest you do not deviate from what I’ve built. If safety is a concern, adding Dockside - a variable ramp piece - is a bad idea, particularly in a list oriented towards one creature. The combo line with Raza requires two creatures and one black minimum. I know with absolute certainty that I can generate 8 mana going into either PITA or Ad Naus, so if I wanted “safety” I’d play for Ad Naus (3 mana floating). Your opponents will have (or should have) fought the Divergent Transformations or Reality Scramble , so any measures beyond this(?) seem unlikely. On that note, if RS is what I have in hand and the combo’s available but I reveal into a Dockside, I’ve effectively done nothing. Dockside has become the crutch of many a player: 1. If there’s a Torpor Orb , Root Maze , Manglehorn , Null Rod ... It’s not providing acceleration when you need it or at all, 2. Often times it’s only best turn 4+, where this deck has the potential to DT (Divergent Transformation) or RS into a win prior, 3. The uncertain value of Dockside places it low on the totem pole, namely because 3.1 You will not have as much interaction in hand as it can potentially provide beyond what Burnt Offering provides into an Ad Naus and 3.2 Giving opponents the opportunity to copy, reanimate, steal ( Praetor's Grasp ), etc. your Dockside is a bum deal when you don’t need it, 4. When playing for a Reality Scramble build, you need to focus on a singular target to benefit the most from the build, so any additional creature is bad beyond the one. Dockside could be relevant, but this deck doesn’t need that crutch. Focus on a T1 Ad Naus or Tevesh, draw value, play to hard cast PITA/Ad Naus T2-4 or through the DT/RS line of play. I prefer certain things... When I go for Divergent, the worst threats are: Spellseeker , Drannith Magistrate , Collector Ouphe or Opposition Agent . If I know a list doesn’t have one of those, I hit their creature. I’ve yet to hit something “bad,” but I may at some point. That’s why you can always Divergent two thrull and sac Rograkh for Final Fortune .

DemMeowsephs on Power nap

4 months ago

I most certainly can! Archelos is super cool and can really warp a landbase, as now you can include so many tap lands that normally aren't too powerful, not only giving you that sort of ability but also making the land base WAY cheaper! You also have to think about the lands BEFORE you put our Archelos though, and so I'd say a balance between better lands and tap lands are what you probably want to head towards. What you have so far looks wonderful, and certainly efficient, though again, you may want to include one cycle of a certain land, maybe Breeding Pool, Overgrown Tomb, and Watery Grave? These guys can help get Archelos out, but after he's out you won't necessarily have to take the shock damage from them which I'd say deserves them a good spot in the deck. Other ones that aren't necessary but could be worth considering are Hinterland Harbor, Woodland Cemetery, and Drowned Catacomb, since again they can come in untapped with Archelos and still be relatively good without him, and of course the bounce lands Simic Growth Chamber, Golgari Rot Farm, and Dimir Aqueduct, since they can get pretty powerful when they come in untapped. Since you have Fabled Passage, Evolving Wilds, and Terramorphic Expanse I'd say it's worth it to slot in a Ramunap Excavator or Crucible of Worlds, since you'd then get two landfall triggers per turn guaranteed, since you can continuously play the sac lands again and again. If this trick proves to be very helpful, you may want to consider slotting in more fetch lands like Prismatic Vista, Misty Rainforest, Verdant Catacombs, Polluted Delta, etc. Speaking of landfall triggers, I think Myriad Landscape would work AMAZING with Archelos, as not only would the Myriad come in untapped, but so would what it searches for, giving you three landfall triggers just off of that one card if you have two mana to spare. So honestly, I don't have too much to say about the lands, I think it's pretty solid at the moment though you may need to playtest a lot to know for sure, however, I did find a bunch of great cards that could work well with Archelos!

  • Amulet of Vigor: If Archelos isn't out yet and you have a ton of tap lands, this guy could be of great use, especially for just a single mana.
  • Root Maze: SUPER amazing card, this guy can tax everyone but you! On your upkeep untap archelos, have everything come in untapped, then tap him before your next turn and boom now everyone's artiafcts and lands come into played tapped for one mana besides yours.
  • Coldsteel Heart: Basically a 2 mana, untapped mana rock with Archelos
  • Cryptolith Fragment  Flip: This guy can perform your goal of whittling away peoples health, as well as coming in untapped with Archelos. The flip side can also perform that whittling quite efficiently.
  • Manascape Refractor: Comes in untapped- could be pretty fun to see how that works out!
  • Arcane Signet: You should run this no matter what
  • Orb of Dreams: Similar power and ability to root maze mentioned above, this can tax everyone else except you with Archelos
  • Renegade Map: Basically 1 mana get a basic land if you have Archelos out
  • Sphere of the Suns: Great with Archelos out and coming in untapped
  • Terrarion: Seems pretty solid if it doesn't come in untapped
  • Worn Powerstone: Like the rest, pretty sweet if it doesn't come in tapped and can be immediately used.
  • Moss Diamond/Charcoal Diamond/Sky Diamond: Untapped ability again
  • Honor-Worn Shaku: Allows you to tap archelos and get something out of it
  • Urborg, Tomb of Yawgmoth: It's amazing why not run it
  • Retreat to Hagra: Can be a great way of slowly ruining your opponent's health, especially with the extra land triggers I mentioned before
  • Stasis: If you already have the things you need to slowly remove your opponents health, this can pretty much ensure victory.
  • Verity Circle: SUPER amazing if I'm understanding it correctly, basically whenever your opponents play a creature since it comes in tapped with Archelos you draw a card, and has the second ability if you are ever in need of it
  • A great way to slowly get rid of your opponents health is with recurring triggers that happen every turn, such as curses. Here are some that I found: Trespasser's Curse, Torment of Scarabs, Cruel Reality, Curse of Thirst, and Curse of Fool's Wisdom
  • ANY COMBO WITH RETREAT TO CORALHELM. Edhrec names 1000+ combos with this card, so I'd recommend looking through it and seeing if you find anything that would work if you haven't already!

That's all I have, sorry it probably wasn't too much regarding the lands, but I hope I gave you some good stuff to think about! I honestly love the deck it has a super cool theme, and seems like it could work very well! That said though, hope this helps, and have a wonderful day!

sylvannos on Simic Choke Control Needs Help

5 months ago

I've been toying around with this idea for a while in Modern:


Root Maze Choke Hold

Modern* sylvannos

1 VIEW | IN 1 FOLDER


Note, this deck isn't really well optimized and some of the card choices are out of date. The main idea is to use Root Maze and Choke to deprive your opponent of mana. You can also use Mind Bend to transform additional copies of Choke into more problems for your opponent.

I'd consider cutting Drake Haven and Stormtide Leviathan for some additional man lands or planeswalkers. Since you're playing casual, Standstill does really stupid things to your opponent in this kind of deck, since they end up getting smacked by man lands or out-valued by planeswalkers. But it punishes them for tapping out to cast cards by making Choke stronger. You might want to try this over your cycling cards.

gingerthewritingdog on Yarok, the Desecrated

6 months ago

I also play a couple spicy stax pieces such as Root Maze, Orb of Dreams, Mana Breach, Overburden, and Confounding Conundrum. Some of these may seem self-detrimental, but with cards like Arboreal Grazer, Lotus Cobra, Amulet of Vigor, Llanowar Scout, and Sakura-Tribe Scout, I can break the parity of stax effects while my opponents suffer as all of their lands get bounced. Also, Amulet of Vigor triggers twice with yarok, so in combination with Root Maze or Orb of Dreams we actually get to untap our lands twice separately, leading to double mana. Arboreal Grazer and the scouts both help us combat our own land bounce effects, and are especially fun with Overburden. Burgeoning is another way we can use land bounce to our advantage, as our opponents will be unable to replay their lands without letting us do so as well. This stax route is kind of a fringe strategy, but I think it is very powerful in Yarok and makes the game much more interesting than just winning with craterhoof behemoth.

Load more