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0.51.01.52.02.53.03.54.04.55.0
Community Rating: 4.597 / 5  (145 votes)
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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.
Posted By: Pantheon (8/13/2009 6:55:35 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


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.
Posted By: markarmor (5/1/2010 11:37:19 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


Stupidly powerful. Locks down their biggest threat basically forever.
Posted By: Radagast (11/4/2011 8:35:38 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


great card. i was playing monoblue in cube, got beaten down by a creature with SoFI, then topdecked this which happened to be my only out to win the game. definitely 1st pick in cube drafting
Posted By: Lynden (10/30/2010 10:18:45 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


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.
Posted By: Gib_Cram (4/6/2012 5:01:58 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


This was another automatic throw in card for most decks (right along with Sol Ring). This is an extremely powerful card. Lands like this are why you always need some sort of land destruction in all decks.
Posted By: kowrip (11/3/2009 9:59:49 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


Was restricted or banned for many years I think, because having too many of those in decks slows them down far too much.
I guess people who never played this card just don't know how powerful it is.
+ can't be countered by normal counterspells
+ can be used the turn it comes into play
+ goes around most "protection of"s
+ works on creatures that are unblockable
+ can also be used to rescue a creature you control, if your opponent uses some pump spell or whatever
+ very difficult to get rid of (most casual decks pack very little or no LD)
+ renders the strongest of your opponents creatures mostly useless
+ can be tutored for by nonbasic land fetchers
+ and, unlike most other pseudo-removal, costs no mana to play (just a land drop)

Just don't make the mistake to count it as a mana producing land, when you build your deck. You don't want it in your opening hand instead of a plains or something. :)
Posted By: majinara (2/19/2009 12:30:37 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


you throw this down on a new player and they just kind of scof it off....by the end of the game they beg you trade them one. To me its the best land in the game...got much much more use out of these then my library of alex
Posted By: theabyss (12/3/2009 3:46:34 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


very compelling arguments from majinara. as a defensive card, obviously wil-o-the-wisp serves a similar purpose... although i'd say that the only thing wil-o-the-wisp has on this card is that you can play a mana-producing land on both your first and second turn with wil-o-the-wisp, and with the maze you'd be missing out on one mana on turn 2 and so on (not that it's all that essential, assuming the use of moxen and all...). however, this card does also totally hose the benefits of any creature with trample or haste, especially the then-popular 'ball lightning.' everyone used that card back in the day, however, notice that it made it to 4th edition, whereas the maze did not... 5 stars.
Posted By: gasimakos1 (8/26/2009 4:46:19 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


Powerful defensive card.
Posted By: Dragon_Bloodthirsty (7/12/2009 7:49:20 PM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 




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