Spirit of the Labyrinth

Spirit of the Labyrinth

Enchantment Creature — Spirit

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

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Trade

Have (4) Pieguy396 , metalmagic , gildan_bladeborn , IcyLightning
Want (4) aed339 , Grenchorne , thebigd77 , 124mm10

Printings View all

Set Rarity
Born of the Gods (BNG) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Vintage Legal
2019-10-04 Legal
Pioneer Legal
Commander / EDH Legal
Noble Legal
Hero Legal
Magic Duels Legal
Block Constructed 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

Spirit of the Labyrinth occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

White: 0.29%

Spirit of the Labyrinth Discussion

thinkoriginal on Wrath of Marath 3.0

6 days ago

WarSpaniel

This deck is my favorite, so I love answering questions about it!

Blood Pod is one of those "easy to play, difficult to master" decks. The general idea of ramp/tutor into Birthing Pod/Survival of the Fittest as fast as possible is easy enough to grasp. The tough part is knowing the game plans of your opponents so you can play the appropriate stax pieces at the right time.

What helps is that most cEDH decks win with a set of fairly common combos. Thassa's Oracle/Demonic Consultation is the current go-to; Food Chain or Worldgorger Dragon combos powering out infinite mana; Aetherflux Reservoir or similar Storm finishers. Knowing what set of win conditions the most commonly seen commanders will be using is the first step to piloting a stax deck well.

How these decks get to their combos is just as important to interact with as the combos themselves. Flash/Protean Hulk, Ad Nauseam, fast mana like Moxen, Sol Ring, and Mana Crypt/Vault, and many tutors are all frequent ways to have turn 1-4 wins. Our stax pieces (including ways to break parity) and interaction spells are how we keep pace and control the game.

So what does a good opening hand look like for us? A general rule is we always want some form of ramp/fast mana, like a Birds of Paradise and/or Chrome Mox. On average, we are playing a slightly more fair strategy, and need to be able to keep up. We also want some form of interaction to stop your opponents from going off before you can establish stax, such as Angel's Grace, Pyroblast, Noxious Revival, or Swords to Plowshares, and two lands tends to be about right; one land hands are risky and almost never pan out. Beyond these 3-5 cards, there are three types of hands that I would consider keeping:

  1. The stax hand. Knowing what our opponents are likely going to try to do, and if we have 2 or 3 relevant stax pieces, playing them early can completely disrupt our opponents, giving us time to draw/tutor for a combo.

  2. The flexible hand. If we have a few tutors, maybe some protective interaction like Veil of Summer, we can play reactively to what our opponents decide to do. Search for an answer/interaction, a stax piece, or a combo piece; we have options with this.

  3. The nuts hand. Sometimes we just draw into the win. There is something to be said about playing the aggressive role and going for the throat. It is not impossible to have our opener filled with fast mana, Pod or Survival, Faithless Looting and Guardian/Kiki-Jiki/Karmic Guide, or any combination of cards that we can simply play and win on turn 1 or 2. Sometimes taking the reins and dictating pace if play can pay dividends.

Throughout a normal game, the main goal for this list is mana-denial. Winter Orb, Static Orb, Tangle Wire, Collector Ouphe, Thalia, Guardian of Thraben, and Magus of the Moon are how we slow down our opponents, while Dockside Extortionist, Lotus Cobra, Garruk Wildspeaker, Ramunap Excavator, Gaea's Cradle, and mana dorks allow us to break parity and come out ahead of our opponents.

Along with mana-denial, we also have a few other stax pieces to slow the opposing gameplans. Aven Mindcensor is crushing, as many decks rely on deck searching. Phyrexian Revoker is a silver bullet for many commanders. Ethersworn Canonist stops many combos, as does Spirit of the Labyrinth. Aura Shards can devastate the board, and Grand Abolisher is one of the best forms of combo protection we have.

With some practice and metagame study, this deck can be very strong, fast, and disruptive. I hope this helps!

DaSavageUnicorn on Oloro lifes matter

1 month ago

Take out Spirit of the Labyrinth. It counters Oloro's ability

multimedia on Avacyn, Angel of Dope

1 month ago

Hey, nice version of Avacyn, but do you really need all those other Angels?

Smothering Tithe is fantastic repeatable ramp for mono white in multiplayer Commander. Lyra Dawnbringer has very good interaction with Resplendent Angel; repeatable Angels with lifelink. Rather than play lots of other Angels consider more pillowfort? The problem with mono white is you want a lot of turns to get going since Avacyn is eight mana. You want a very good opening hand with ramp, but if you don't get that then having ways to slow your opponents down can help.

Other cards to consider adding:


Cards to consider cutting:

  • Demystify
  • Unquestioned Authority
  • Angel of Condemnation
  • Angel of Finality
  • Angel of the Dire Hour
  • Exquisite Archangel
  • Angel of Grace
  • Guardian of the Gateless
  • Resolute Archangel
  • Segovian Angel
  • Sunblast Angel
  • Soulscour
  • Rout

Good luck with your deck.

foxboy93 on Death and Taxes

1 month ago

Thalia, Heretic Cathar, Kataki, War's Wage, Spirit of the Labyrinth, Eidolon of Rhetoric, Rule of Law, Hokori, Dust Drinker, Painful Quandary, Oppression, Leonin Arbiter - and life effects - can really help you with D&T. Having played an Alesha version of hatebears. Its sort of stax like, mostly running a low powered creature count to keep the effects nice and stacked.

Luminarch Ascension can be a decent "win con", as if you opponents are unable to oppose you, you can just bash the girls in non-stop!

Sc1enc3 on Kenrith Wheels and Bears [Primer]

1 month ago

edhCommander thanks for the feedback! Chulane is a bomb, I'm also slowly building him:) I'll use some of the interactions from your list!

Spirit of the Labyrinth also stops me from drawing, so it's powerful but I fear it will also blank my wheels, Kenrith ability and draw engines! I'll test it later this evening on cockatrice though, let's see how it goes.

Remora is in there for sure! Smothering Tithe is on the sideline because the list has artifact hate bears, if they are not relevant in the given meta, the tithe with wheels is absolutely ridiculous.

I've played with both Familiar and Training Grounds and I'm not a fan of either of the two cards, after the stax is in place the next step is to assemble infinite mana, so it was rarely useful for more than 1 or 2 activations.

Which brings us to the next point about infinite mana, it's the old Incubation Druid/Faeburrow Elder + Vigean Graftmage/Freed from the Real. The other inifinite G is Vizier of Remedies and Devoted Druid, G mana with Kenrith is good, I won many games just giving trample to 4/5 bears huge bears. I Knerith is offline the backup is finale of devastation. Vizier is a very iffy card, I like to play with Glen Elendra, so that more of a personal twist than optimal slots.

edhCommander on Kenrith Wheels and Bears [Primer]

1 month ago

Hey, thanks for the upvote on "Teller of All the Tales"!

I really like the deck idea you have going here, I do. However, I feel like you are missing out on some powerful hatebears and things that can do nothing but add to your strategy.

Firstly, Spirit of the Labyrinth is probably going to be one of your best hatebears, adding redundancy to Narset. Grand Abolisher feels good too, disallowing your opponents from doing things on your turn.

Smothering Tithe and Mystic Remora are must includes.

Biomancer's Familiar and Training Grounds reduces the amount of mana that you need to spend into Kenrith's abilities, which feels good too.

Also, can you explain your wincon? I see a lot of stax, but not much endgame. Is it just creature beats, Twister loops, or am I missing something? Adding in Isorev for infinite mana into a labman/labjace/oracle win feels best, or Flash Hulk, as it does work around your staxy hatebears (minus hushbringer)

austintayshus on austintayshus

2 months ago

ZendikariWol I understand that each color has its strengths and weaknesses. What I don't understand is why White's weaknesses are fundimentally important parts of the game that each other color has access to.

Green has the best ramp, I would also argue that it has the second best card draw. It is tied to creatures and lands, but that is barely a drawback.

Red can draw card by discarding first, but red also has many 'temporary' card draw effects like Light Up the Stage . Red also has plenty of ramp through ritual effects.

Black can definitely draw cards and ramp, usually at the cost of paying life. But over the years magic has definitely proven that life is a very small price to pay.

Blue has the best card draw. Blue also has access some to ramp. Some of it is tied to artifacts like Grand Architect and Urza, Lord High Artificer . They also have effects that can untap permenents like Fatestitcher and even more if you count cards like Rewind . It's not the best ramp, but it is there.

And now white. White's best card draw spells are Dawn of Hope , Mesa Enchantress and Mentor of the Meek . Those are good cards, but must be built around. These cards probably shouldn't be in the same deck together. Knight of the White Orchid and Kor Cartographer are white's best ramp spells and they are not great.

This is why White is not doing well in commander.

The only reason anyone ever gives as to why White can't draw or ramp is 'Color Pie'. A few years ago, Red couldn't draw either except through rummaging. Then WOTC introduced Commune with Lava in Khans block (I believe this was the first effect of its kind, I could be wrong). It immediately opened up a new avenue for red to gain card advantage without breaking the color pie and has since been well supported. Red is still a very aggressive color that wants to win quickly, but they now have to tools to compte in longer formats like commander.

There is a way to allow white the tools to compete with the other colors that doesn't break the color pie. Again, I think Ugin, the Ineffable 's +1 ability feels very white and could be a route to fix this problem. And if WOTC still doesn't want to do that, then they need to give White more stax effects like Spirit of the Labyrinth .

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