Spirit of the Labyrinth

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Penny Dreadful Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal

Rules Q&A

Spirit of the Labyrinth

Enchantment Creature — Spirit

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

thefiresoflurve on Sounds About White to Me

5 months 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

6 months 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.

Ojallday on Getting into cEDH

7 months ago

The_War_Mammoth Simic or blue/green have a lot of low cost synergies and combos that go for easy wins like taking turns or Birthing Pod strategies. But if you enjoy stax and control then I highly recommend Urza, Lord High Artificer he has strong synergy with cards like Winter Orb, Static Orb, Trinisphere and Back to Basics. To win with him you assemble infinate mana through a couple different options Dramatic Reversal + Isochron Scepter , Basalt Monolith + Rings of Brighthearth , Grim Monolith + Power Artifact or Basalt Monolith this let's you draw your deck with his ability and traditionally you use Thassa's Oracle or Laboratory Maniac to end it. Being in blue also gives you access to counterspells which is where most of you control will come from. Some of the artifacts and combo pieces may be expensive for him though, but another option though in 3 colors is Zur the Enchanter he let's you play a spell for free when he hits letting you grab Stasis, Rule of Law or Spirit of the Labyrinth to punish opponents winning involves swinging zur until you kill each opponent with coleander damage. Also you can run Necropotence to draw your deck out and win via Thassa's Oracle, obviously he is in blue so counter spells will go a long way to control your opponents.

AstroAA on

8 months ago

As people in the thread said, if you really wanted your playgroup to hate you, things like Armageddon, Null Rod, Deafening Silence, Spirit of the Labyrinth, Rule of Law, Archon of Emeria, Angel of Jubilation, Thorn of Amethyst, Sphere of Resistance, Winter Orb, and Smokestack are all super fun cards you can run.

plakjekaas on If white isn't "allowed" to …

8 months ago

Stax, tax & boardwipes? Forcing your own weaknesses for others to enjoy is something white is great at. Not many great tutors? Aven Mindcensor, now neither do you. Bad at drawing cards? Spirit of the Labyrinth, now you are too. Overwhelming me with many spells I can't keep up with? Rule of Law. I don't have very efficient noncreature spells compared to other colors? Thalia, Guardian of Thraben now neither do you.

All these things are powerful, and giving white good carddraw so they can collect and stack these kinds of effects, will make white a lot more powerful, which is why it's a good thing that Rhystic Study isn't actually white, even though it feels like a white effect.

Yet, Mentor of the Meek, Dawn of Hope, Welcoming Vampire, Esper Sentinel, Bennie Bracks, Zoologist, Bygone Bishop, Thorough Investigation, even when you exclude colorless supplements, white is building a catalog of consistent carddraw anyway, especially if you consider Teleportation Circle has an array of targets to blink for carddraw in mono W as well: Spirited Companion, Inspiring Overseer, Priest of Ancient Lore, Thraben Inspector, Professor of Symbology, Resistance Squad, Search Party Captain and Wall of Omens.

Also strategy-specific stuff like Mesa Enchantress, Sram, Senior Edificer, Puresteel Paladin, Losheel, Clockwork Scholar. I think it's weird to say white can't draw cards, I'd say you're not trying hard enough if you're still complaining about that today. At least for Commander. In 1v1 formats, carddraw just isn't as important to win the game if it has to happen before turn 5.

AstroAA on Help With Kaalia

9 months ago

Hello everyone! I come before the collective hivemind in search of help. I am building Kaalia of the Vast with a prison shell. I'm building Kaalia of the Vast over Winota, Joiner of Forces due to my desire to play big dumb angels.

In particular, I'm looking for assistance in regards to card draw and additional stax/prison cards. I'm trying to have a subtheme of cheating things into play through Kaalia herself, or through methods like Sneak Attack and Quicksilver Amulet to get around effects like Eidolon of Rhetoric. In addition, I'm also trying to get around effects like Spirit of the Labyrinth through cards like Scroll Rack and Necropotence. I know my list is missing things like Wheel of Fortune, but I don't particularly want to spend $350 on a copy or proxy one. Plus, I'd rather try and deny my opponents cards, rather than helping them cycle through their decks - albeit I know this can be stopped with Alms Collector.

My list can be found here:


[EDH] Kaalia Prison

Commander / EDH* AstroAA

29 VIEWS | IN 1 FOLDER


Appreciate it!

bushido_man96 on Go-Shintai of Life's Staxx

10 months ago

It doesn't look like you have much ramp. Since you are going the enchantress rout, I'd recommend land enchantment ramp like Wild Growth, Utopia Sprawl, Fertile Ground, Overgrowth, Wolfwillow Haven, or any of the other myriad choices of similar ramp cards.

Spirit of the Labyrinth seems like it hurts your enchantress theme. Sensei's Divining Top is a generally good card, but it really doesn't need to go in every deck, and you could probably do without it here to add some ramp. I would think with the amount of draw you have in the deck, setting up the top three of your library probably isn't that necessary. Gilded Drake is another generally good card, but I don't see it as a fit here, unless you're able to reliably blink it and I'm missing that. Although not an enchantment, Seedborn Muse would pair well with Stasis. Vernal Equinox can be fun to let you play a chunk of your deck at instant speed, but it allows everyone to do so.

PurePwnage on EldraziBlade.exe

1 year ago

MaximumEdgeLord, have you considered cards like Charming Prince or Spirit of the Labyrinth as substitutes for Arbiter? Charming Prince works very well with Aether Vial, Ephemerate, Stoneforge Mystic or other creatures with ETB effects.

Load more