Why is maze of ith so expensive




















This top notch land and Ith, High Arcanist it's daddy are bane of the Exalted mechanic. They will single handedly ruin the best Exalted deck. Report Abuse. Probably the best card at what it does: Remove your opponent's nastiest attacking creature from the equation, every round.

It's value in multiplayer is even higher as you will be judged many times as not worth 'wasting' an attack. As previously stated, completely nullifies exalted decks. Stupidly powerful. Locks down their biggest threat basically forever. The art is great.

The concept is that the "Maze" is actually the intestines of some giant creature. To solve the maze, you have to successfully crawl through the thing's guts. Look closely, there's a human figure trying to do just that in the center of the artwork. This was another automatic throw in card for most decks right along with Sol Ring. This is an extremely powerful card. So there's no room for it, even though it can tap for mana these days with Urborg, Tomb in play.

Maze is a decrease in tempo when compared to well-made manabases which could just as easily have supported StP. The facts that it isn't permanent removal like Quicksand and is subject to non-basic hate are serious barriers. The fact that it can be run in any deck to stop any swinging targetable creature is powerful though. The land-drop cost and the vulnerability to a common disruption strategy makes it unplayable.

If the card could also tap for colorless mana, then it would be much more popular. Re: [SCD] Maze of Ith I feel like if you actually need it to hold off their guy at a crucial moment, they're just going to blow you out with a Wasteland.

And lots of decks play Wasteland. At best, it creates a stalemate. Originally Posted by rufus. It's a card that prevents losses, instead of one that leads to wins. Unless you have unlocked another section of the format I am not aware about.

The problem with this now is that not only are there too many Wastelands, there's too many decks that don't lose to this strategy. Originally Posted by majikal. Damn it, Taco, that exactly sums up my opinion on the matter.

I need to buy you a beer for that post. Except that you can switch the creature if there's a bigger one, but you can't remove the defense. People usually prefer Swords to Plowshares. If it walks like a duck and talks like a duck, it's probably delicious. Anyone who does will end up smelling. In most such situations, I find that Kor Haven's three-mana activation cost is less painful than Maze of Ith's permanent one-mana loss.

Wrath of God is expensive, and so are the other cards that a Wrath deck usually plays. Re: [SCD] Maze of Ith This is a card that people don't run more because they don't think it will be that a-maze-ing and they are wrong. Decks like burn should run 4x by default not that burn is good, but it would be much better with it.

Originally Posted by DrJones. This is a card that people don't run more because they don't think it will be that a-maze-ing and they are wrong. Originally Posted by Willoe. Why wouldn't you just play 4 burn spells instead? If the burn spells can hit the opponent AND burn the shit out of their creature instead of imprisoning it, I think that it's a pretty huge advantage. Plus, why waste 4 land slots on the Maze? Or hell, even 4 burn slots?

And one last thing: it doesn't help against Chalice or Counterbalance, why should Burn even think about running it? Originally Posted by ypkon. Originally Posted by mercenarybdu. Nonbasic land hate hoses the hell out of it.



0コメント

  • 1000 / 1000