Spirit of the Labyrinth

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Rules Q&A

Spirit of the Labyrinth

Enchantment Creature — Spirit

Each player can't draw more than one card each turn.

stwnrpwnr on Queen Krookie Dookie

1 week ago

capwner, Likewise. Nice to meet you as well. Thank you so much for the awesome breakdown and recommendations! Definitely going to the LGS soon and hunting some cards down. I'll get what I can find (or afford lol) and update the deck list when I get the edits done. This adds new layers to the strategy that I haven't considered. I like how there are artifacts that could allow a Rhystic Study style of taxing- slightly different but probably even more effective with Kayla's ability. Never would have thought of that in a million years. Thanks again for the awesome recommendations, and opening my eyes to better cards for the deck. And I'll be sure not to run Spirit of the Labyrinth lol.

capwner on Queen Krookie Dookie

1 week ago

I've seen Kayla before and she can be super powerful! She lends herself to a stax build, since effects like Trinisphere or Sphere of Resistance don't slow Kayla's ability down at all but can greatly hamper your opponents. White of course has lots of great oppressive cards like Drannith Magistrate, Spirit of the Labyrinth, Archon of Emeria, Aven Mindcensor, High Noon, etc. If you want to go up against stronger decks I think you need these sort of effects to disrupt powerful opposing strategies while you gradually ramp up on value. I would try to focus on fast mana to get her up and running quick, then try to get as many bomb 1-2-3 drops as possible so maybe replacing stuff like Hedgewitch's Mask and Gimli's Axe with the aforementioned staxier cards, also cards like Illusionist's Bracers and Rings of Brighthearth for maximum Kayla value. Thousand-Year Elixir is nice for any cmmdr with a tap ability. I do like your combo finisher, Inventors' Fair could be a good tutor option if you want to go for all-perms. I think these latter cards would be good includes regardless of what your overall goal with activating Kayla is! GL with the build :)

EDIT: Maybe don't run Spirit of the Labyrinth XD

DreadKhan on Need Help With A Solitary …

1 year ago

I've fiddled around with Solitary Confinement in another Zur list, that one uses Spirit of the Labyrinth and Teferi's Puzzle Box to get rid of everyone else's hand (I skip mine with Solitary and/or Necropotence), this gives you an awfully long time to win via whatever means you prefer. If you use Chains of Mephistopheles you technically get a Spirit effect that comes with a big upside as it'll mill your opponents, but it's more than $1000, so I mention Spirit. None of this is Casual, but it'd be hard to make a Solitary Confinement list and have it qualify as Casual.

scottbaker91 on Zur the Enchanter Stax

1 year ago

Some of my favorite Zur Combos are: Teferi, Hero of Dominaria + Stasis // Solitary Confinement + Necropotence // Rest in Peace + Energy Field // Stasis + Azor's Elocutors // Basalt Monolith + Power Artifact // Winter Orb + Mind Over Matter

Sunder, Armageddon, Death Cloud will send your opponents back to the stone age while you fish out more enchants and punch them to death with Zur

Mana Breach, Mana Vortex, Oppression, Overburden are must have stax cards for Zur. The enchantments / creatures that keep your opponents from drawing or casting more than 1 spell per turn are really solid for stax ex: Arcane Laboratory, Spirit of the Labyrinth. Notion Thief + wheels will leave your opponent with 0 cards

Spellskite, Vanishing, Diplomatic Immunity, Steel of the Godhead, Mind Over Matter are all S tier for Zur

Approach of the Second Sun for another easy win con

Have fun crushing your opponents soul

SufferFromEDHD on Zurtron

2 years ago

This is a brutal list. You are clearly going for competitive consistency but you might be able to cut some rocks. Your mana base is A+. Only thing I can think of is Hall of the Bandit Lord.

Dovin's Veto/No More Lies potential counters.

Vanishing Verse/Anguished Unmaking potential removal.

Spirit of the Labyrinth very unique "can't" tax

legendofa on Do you think The One …

2 years ago

Possible answers, non-exhaustive and in no particular order:

Exiling: Shattering Blow, Cast into the Fire, Tear Asunder, Resculpt, Anguished Unmaking, Despark, Prismatic Ending, Rite of Oblivion

Countering and discard, the usual array

Draw prevention and punishment: Narset, Parter of Veils, Maralen of the Mornsong, Spirit of the Labyrinth, Orcish Bowmasters, Sheoldred, the Apocalypse

Most of these are sideboard material at best, but some are general enough to hold up in a fringe deck, or specific enough to be in most sideboards. (What an insightful comment. Some of the possible answers are bad, some are okay, and some are pretty good. Watch out, analysts, here I come.)

So I would say that if The One Ring takes over, Esper Control might wander back into the upper ranks (while using The Ring itself), Burn and Hammer just kind of ignore it and work around the turn of protection, and Raggy-Reggie-Ragey decks might slip a little bit.

I haven't faced or used The One Ring in action yet, so this is me eyeballing and speculating, but I'm leaning toward not banworthy. The One Ring is two-thirds of a control deck in a single card, with the protection and draw, but control could use a hand. And it looks like Omnath is already locking it in. Which will get banned first, The One Ring or Omnath-4? It'll fill in a few more decks, maybe become the centerpiece of its own deck with Voltaic Key turbo-draw or Escape Protocol perma-protection, but it's not going to explode Modern unless something happens in Caves of Ixalan or whatever.

And if I'm wrong, it's another card for my banlist-only deck, so there.

thefiresoflurve on Sounds About White to Me

3 years ago

If you're looking for help making cuts, the first step I would take is to look at your symmetrical stax pieces and see which ones hurt you the most:

Deafening Silence, Grafdigger's Cage, Containment Priest, Ethersworn Canonist, Hushbringer, Kataki, War's Wage, Leonin Arbiter, Rest in Peace, Sphere of Resistance, Spirit of the Labyrinth, Thalia, Guardian of Thraben, Trinisphere, Sanctum Prelate, Rule of Law, Thorn of Amethyst, whew I think that's all.

Of these, you want to look at the ones which most hamper what you want to do, or have negative synergies with other cards you run. You have a few cards that say "draw", so Spirit of the Labyrinth is IMO the very first cut you should make.

Another negative synergy I saw is Hushbringer and Authority of the Consuls. I like Authority a lot better since it synergizes with Heliod.

The next ones I'd cut could take one of two routes: so, I'm thinking of cards like Ethersworn Canonist and Sphere of Resistance. These kind of innately have negative synergy - if people are paying more for spells, they're less likely to be able to cast multiple spells in the first place, meaning the Canonist's ability is wasted. You should consider going for one type of effect or the other, not both. (I wouldn't run either symmetrically in mono-white, personally).

Council's Judgment can probably be cut - you have great enough removal without running it.

kataki definitely needs to go with how many artifacts you're running.

DreadKhan on Zur Necropotence Combo

3 years ago

It's a bit new and I've never tried it, but in theory Black Market Connections + Stasis are both fetchable and will soft-lock the board for you, with Black Market Connections paying for Stasis for 1 life per turn. This is a pretty salty move IMHO, so I wouldn't do this outside of cEDH or groups where people are playing very powerful decks (which I'm guessing you tend to play against). You can't sustain it forever unless you can find a way to gain life, but Zur can technically find Heliod, Sun-Crowned or another Lifelink source, as well as buff his power, so it's not like this is a tough lock to set up/use. In fact, I worry this might be the thing that finally gets Zur banned, it's too easy to set up for friendly play, and it's really annoying to break out of Stasis if you didn't see it coming and are tapped out. Puzzle Lock is stronger (and with Chains of Mephistopheles over Spirit of the Labyrinth it can actually win by itself), but it's harder to set up by far, and it's the same for all the other Zur combos that I know of. This one is dumb and easy enough that even if you eventually lose, you probably gained a huge advantage from the Stasis Lock you had going that you've killed off one or more opponents, and have a big edge over the other, if an opponent isn't doing a lot for even a couple turns, Zur can very easily go from nuisance to critical danger. Oh, and Zur can find fun stuff like Greater Auramancy to protect all of that combo/pile of Auras on Zur, and you can just copy that so people need a wipe.

For more (mostly) Zur oriented combos, you could look at Salt Miner (Rule of Law cEDH), which is my Zur Combo deck. It uses Zur as it's main way to win, for better or worse.

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