Spirit of the Labyrinth

Legality

Format Legality
Tiny Leaders Legal
Vintage Legal
Penny Dreadful Legal
Pioneer Legal
Commander / EDH Legal
Noble Legal
Hero Legal
Magic Duels Legal
1v1 Commander Legal
Canadian Highlander Legal
MTGO Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Heirloom Legal
Modern Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

Printings View all

Set Rarity
Born of the Gods (BNG) Rare

Combos Browse all

Spirit of the Labyrinth

Enchantment Creature — Spirit

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

Spirit of the Labyrinth Discussion

Tyrant-Thanatos on White's issues in Commander

1 month ago

enpc: The issue with effects like that imo is that they draw a lot of hate from the table. If White has to rely on those to keep up, then White is even more screwed than it is without them, because they immediately turn the game into a 3v1. Especially given how they interact with other effects. Spirit of the Labyrinth comes frighteningly close to the same lockdown that got Leovold, Emissary of Trest banned, and your opponents are not just going to ignore that. Most of White's "fair and balanced" effects are the furthest they could be from fair and balanced, while masquerading as fair and balanced, and on an emotional and psychological level, that's going to cause your opponents to target you.

Cards like Rule of Law look "fair" on paper, except that your deck is going to be designed to make the most of this, while your opponents are stuck durdling because their decks were designed to be playing more cards and interacting with things. And your opponents are going to feel this immediately, and be upset about it immediately. Whereas colors like Green and Blue can sit there and ramp and draw cards, and maybe if they go too crazy with it will build up a threatening board presence, but an Explosive Vegetation doesn't draw ire the way an Armageddon does. I dare say that even a Rhystic Study doesn't draw ire the way a Rule of Law does.

That's why imo, what White needs more than anything, is a touch of subtlety. It needs a handful of cards to address this issue that don't immediately unify the table against their caster. But this is an inherent issue with the theme of denial, it's hard to design something that denies your opponents in a way that isn't really brazen.

The other thing that I think would help the situation, as I stated above, is just having more baseline colorless stuff that everyone has access to that makes the ramp and card-draw disparity smaller. I don't believe the gap should be closed entirely, green should still always be better at ramp than colorless/other colors, but so long as cards like Llanowar Elves exist, I doubt that'll be much concern.

Tiphus on Alela, control-aggro

1 month ago

SideBae Hello! I have read your advice and agree with most of them. Adjusted the deck in the appropriate way according to the points:

  • I agree.
  • I agree that Path to Exile can be removed, but used this slot for another card.
  • I refused the change, since in the local meta many players use cards like Collector Ouphe .
  • I agree.
  • I agree. But he added only two of the four cards, as there are more than enough tutors in the deck to search for the desired card.
  • I agree.
  • I agree. But I didn’t add Spirit of the Labyrinth , since it affects me too.
  • Refused, since Divine Visitation will not allow Kindred Discovery to work correctly.
  • Thank you so much for such a detailed and useful comment. What about the current deck-list?

    SideBae on Alela, control-aggro

    1 month ago

    Hey! So I have some suggestions: feel free to ignore any/all of them.

    1. There's a reason Ponder and Preordain are banned in Modern, and it's because they're stupid-good cards. Being able to dig you to what you need and past what you don't for one blue mana is a REALLY powerful effect, even if the cards themselves may not look as powerful as they are. I highly suggest including them. I like that you're already running Brainstorm , though I think running two+ more fetches would be ideal; you don't want to get locked with two dead cards on top of your deck.

    2. I do not think Path to Exile is good in EDH. Ramping your opponent in a format with everyone trying to do busted things is rarely anything short of a bad idea, and is frequently dangerous. (Note that your Ashiok, Dream Render does not stop opponents searching off YOUR spells.) As I see it, you may be better off just running another card-draw spell, which would dig you to more potent removal; I suggest Painful Truths . Three-mana: draw-three is a hard rate to beat, and I've been very impressed with it in my Tasigur, the Golden Fang list.

    3. You have some good artifact ramp, but I think it can be improved. I really like that all your rocks are two or less mana -- three-mana mana-rocks are simply not good enough a lot of the time, especially with a four-mana commander. Unfortunately, a lot of the best ramp in EDH is very expensive: Mana Crypt and Mox Diamond come to mind. I do have some other suggestions though. Consider at least a few of the following: Talisman of Dominance , Talisman of Hierarchy , Talisman of Progress , Fellwar Stone (which is admittedly a worse Arcane Signet , but still good), Mind Stone , Everflowing Chalice and/or Thought Vessel .

    4. Whir of Invention is a card you may wish to consider. It can grab your Bolas's Citadel late-game, but more importantly it acts as a to-battlefield tutor for things like your Cursed Totem or Skullclamp . Also, it's instant speed.

    5. If you want to run things like Elesh Norn, Grand Cenobite or Consecrated Sphinx , I suggest you think about a reanimation package. In general, these duders will be tough to cast, and being able to cheat them into play will give you a competitive advantage. Entomb and Buried Alive are the best ways to bin your targets (though there are others, like Liliana of the Veil or your maybe-board Frantic Search ), and you can then use spells like Animate Dead , Dance of the Dead , Necromancy , Reanimate or Unburial Rites to profit for less mana than usual. Intuition is a fun (if not cheap) card to pair with Unburial Rites and some reanimation targets, thought the precise pile may be tough to determine. Also, due to your colors, you may even consider Dreams of the Dead . The cumulative upkeep can be tough, but if you run something like Jin-Gitaxias, Core Augur then you'll be able to do your damage within a turn-cycle or so, and the upkeep won't matter.

    6. Your mana curve is pretty consistently low. I think you should at least playtest Counterbalance , since you already have the Sensei's Divining Top . Counterbalance does tend to be a high variance card, and it may end up being more of a preference-call than a meta-call. But I like it, so I figured I'd mention it.

    7. I'm not sure how good Hushbringer is, since it stops your Skullclamp from triggering... You may be better off with just a Spirit of the Labyrinth or such.

    8. Depending on how often you get to five mana, Divine Visitation could be a win-condition in itself in this deck. Making a 4/4 every time you cast an artifact or enchantment seems... good.

    9. Mystic Remora is good. In less-experienced metas, it is often an Ancestral Recall ; even if people know that it's better just to wait it out, Mystic Remora will still buy you time to develop your board and make land-drops while opponents try to outlast it. Being one mana was a mistake, but it's here, so what the hell.

    Right. That's all I got. Good luck!

    lagotripha on That's the Spirit! (Budgeted Spirit Tribal)

    2 months ago

    I think most of the tinkering is now in the sideboard- and I reccomend not 'picking a sideboard' until you have seen the metagame. Don't spend 'up' to your budget, keep the rest in reserve until you've seen what the meta looks like.

    If you keep losing to Grislebrand combo, you can pick specific hate for that. If burn is a problem, or affinity a problem, similarly. It usually ends up with key cards split between side and main, another couple of Selfless Spirit as a wrath answer, for example. For now just put whatever you already have in there and don't worry too hard, then update as you play.

    Notable sideboard options for spirits are Ghost-Lit Redeemer , Spirit of the Labyrinth & Windborn Muse , but honestly non-tribal options should be your go-to. Timely Reinforcements is still a workhorse against burn if you don't care about soldiers for example.

    multimedia on Akiri and Bruse *EDH Testing*

    2 months ago

    Hey, saw your forum topic asking for help. This is a good start, you have the right idea if you want to make this a cEDH deck then stax is a direction to consider, but there's only three stax cards here.

    Consider more stax and hatebears?

    Priest, Ferocidon and Mentor depend on the meta you play in, but each can stop combos. Priest prevents reanimation combos, Ferocidon prevents infinite creature combos and Mentor prevents infinite nonmana activated abilities combos.

    Red does a good job of hating on blue.

    All these can be cast with Sunforger.

    Extra turn spells can let you hit another player with Akiri potentially killing two players or more with Commander damage.

    Grace can prevent you from losing the game after casting these extra turn spells and Grace can be cast with Sunforger.

    Other cards to consider adding:


    Out of all these suggestions consider this expanded stax package and additional cards to consider adding:

    Good luck with your deck.

    dingusdingo on Tana / Tymna, Draft Two

    2 months ago

    Alright, the single most glaring issue here is that you're running Razaketh but you don't have a Razaketh package to win. Normally in competitive decks, Razaketh is used to instantly assemble a combo to win after coming into play, off of the neat tools Life and Lion's Eye Diamond . While its a fantastic combo, LED is some serious $$$, and Razaketh is going to enter and potato for you here. I'd cut it

    Second, you're suffering from trying to run too many things. There's simply no reason to have Ghave + Raza + Hulk + saffi/titan + kiki combo. Blood Pod is primarily a stax deck, so its much better to hit your stride on controlling the table than try to race the other (faster) combo decks. It will also free up a lot of slots. You should slim it down to just kiki combo, and up stax pieces. Look at Root Maze and other cards that come down on turn 1/2 and will slow extremely fast decks. Manglehorn is 3 CMC but its stax stapled to removal so its extremely worth considering. You also need to up your hatebear count, because currently you aren't really slowing the combo decks like you need to, just disrupting their mana. Look at Leonin Arbiter Eidolon of Rhetoric Spirit of the Labyrinth Glowrider and ofc both Thalias.

    Third, anything over 3 CMC you should cast a real critical eye towards. You're trying to hit the board fast and strangle other players out before they get a strong board presence. Having expensive CMC cards is a double whammy, you aren't playing them early, and if it was different card you COULD be playing that card instead. I'm really looking at Doubling Season Ghoulcaller Ghisa Chainer, Nightmare Adept

    Next, cut out utility dorks you don't need. Goodbye Soul Warden Magus of the Wheel Loyal Retainers . If you want life run Serra Ascendant instead. You shouldn't be trying to refill your opponents hands while you're staxing them out with Magus (plus its costing you 5 mana you COULD be doing something else). Loyal Retainers is slow and a meme outside combos, run Life in its place if you are looking for more resurrection effects.

    Fourth, add more removal. If you add a creature based piece of removal like Caustic Caterpillar or Qasali Pridemage , all your creature tutors CAN double as removal.

    TL;DR pull out expensive beater shiz and add more stax! This is a stax deck!

    dingusdingo on Opinions on mono G cEDH

    2 months ago

    I'd say its mostly a matter of preference for your play style. Pilot skill matters a lot too when trying to win :-)

    Do you like all-in combo decks? Selvala

    Do you prefer a more adaptive midrange deck? Yisan

    Do you enjoy storm decks? Selvala

    Do you prefer toolbox combo control? Yisan

    Both decks are competitive, but they also both stagnate when the commander is nullified ( Imprisoned in the Moon or Lignify or something) and you don't have removal in hand. Selvala plays better under most stax because of the mana production, but Yisan plays MUCH better against card draw hate ( Spirit of the Labyrinth Notion Thief ) than Selvala. And for what its worth, Selvala is cheaper to build without all those expensive stax cards

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    Spirit of the Labyrinth occurrence in decks from the last year

    Commander / EDH:

    All decks: 0.01%

    White: 0.29%