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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Spirit of the Labyrinth
Enchantment Creature — Spirit
Each player can't draw more than one card each turn.
2 months ago
Possible answers, non-exhaustive and in no particular order:
Countering and discard, the usual array
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.
1 year 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.
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.
1 year 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.
1 year 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.
1 year 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.
1 year 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.
1 year 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:
Commander / EDH*
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1 year 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.