View Full Version : [Single Card Discussion] Root Maze
Alfred
03-15-2007, 07:00 PM
I have been thinking a lot about a deck that could potentially use and abuse Root Maze as a disruption card. In a format in which almost every deck uses fetchlands, it seems to me that Root Maze could potentially be a huge tempo boost for an aggro deck designed to abuse it.
The problem I have found with the card is the fact that it is too symmetrical at times, and the card that would appear to complement it i.e. Winter Orb, can't come down turn two, and takes a turn to active it, seeing as it would be tapped.
I think that a good way to abuse the card would be to use cheap, efficent beaters, or perhaps even free cards like Daze, Force of Will, Contagion, Elvish Spirit Guide, etc. So that you can operate in an environment where mana is scarce, while your opponent cannot.
It would be sort of interesting to jam it into a stompy deck featuring Kavu Predator and Skyshroud Cutter, etc. but I'm sure that there is some other way of using it as well.
Thoughts?
Maverick676
03-15-2007, 07:04 PM
It's always been great sideboard teck in vintage for madness and aggressive fish builds. You could probably throw it in the board of any stompy variant, It would be very effective versus control and midrange decks.
Pinder
03-15-2007, 07:10 PM
Doesn't 9-Land Stompy run this (at least in the board)?
Alfred
03-15-2007, 07:11 PM
9 Land Stompy probably does run this. I was thinking more about whether it has a place in competative decks though.
Pinder
03-15-2007, 07:21 PM
9 Land Stompy probably does run this. I was thinking more about whether it has a place in competative decks though.
You have a point there. But I think that the best way to get around Root Maze is to be able to play your creatures without having to use lands. Aether Vial could possibly be one way around this (that also conveniently happens to circumvent Winter Orb), because, since you aren't going to ever be using it the turn you play it (unless you really need that Ornithopter, I suppose), the fact that it would come into play tapped under Root Maze is rather negligible. By the time it has it's first counter, it's already untapped. Another suggestion would be to take a page out of 9LS and look into creatures and other spells with ACCs. Of course, I have no idea whether there are any decent ones out there (aside from obvious ones like FoW, etc.)
I'm sure there are better ways to abuse Root Maze, but I was just thinking out loud.
Maverick676
03-15-2007, 07:25 PM
Basically rootmaze just slows your opponent down. Creatures don't come into play tapped, so if your curve is extremly low it doesn't really matter that your lands come into play tapped. But it has a symetrical effect on decks of equal speeds hence why it is a sideboard card brought in against decks that are slower than you (i.e. Solidarity, Landstill ect.)
Alfred
03-15-2007, 07:34 PM
You have a point there. But I think that the best way to get around Root Maze is to be able to play your creatures without having to use lands. Aether Vial could possibly be one way around this (that also conveniently happens to circumvent Winter Orb), because, since you aren't going to ever be using it the turn you play it (unless you really need that Ornithopter, I suppose), the fact that it would come into play tapped under Root Maze is rather negligible. By the time it has it's first counter, it's already untapped. Another suggestion would be to take a page out of 9LS and look into creatures and other spells with ACCs. Of course, I have no idea whether there are any decent ones out there (aside from obvious ones like FoW, etc.)
I'm sure there are better ways to abuse Root Maze, but I was just thinking out loud.
Actually, Aether Vial seems like an excellent way of circumventing Winter Orb/Root Maze, good thought. It would fit well into the idea of the deck as well, because creatures in this imaginary deck would probably consist of creatures in the 1 to 2 mana range.
I was also thinking about other ACC creatures like Allosaurus Rider and Vine Dryad, but those suck :/
Contagion sounds like a good way of disabling creature decks that you would inevitably be facing, and Pithing Needle is a nice cheap way of disrupting opponents.
Couldn't it also be effective Tendrils hate? I mean, one mana for a proactive card that makes them play and then wait a full turn. In that turn it would be possible to somehow destroy all artifacts (Engineered Explosives or something?) or at least pick something off. Nonetheless, it gives you a full extra turn or more to beat down/disrupt in.
Edit - Vine Dryad doesn't suck that much. It does surprise-block lackey...
Edit again - Maybe Eladmari's Vineyard because it will give mana regardless?
Pinder
03-15-2007, 07:59 PM
Edit again - Maybe Eladmari's Vineyard because it will give mana regardless?
Ooh, I like that idea....of course, it will give your opponent mana too...
And as for other creatures with an ACC, there's not a whole lot to choose from, unfortunately. Vine Dryad and Skyshroud Cutter are probably the only halfway decent options, and Allosaurus Rider is pretty bad IMO. Perhaps ACC isn't the way to go.
In a format in which almost every deck uses fetchlands, it seems to me that Root Maze could potentially be a huge tempo boost for an aggro deck designed to abuse it.
Considering the number of fetchlands in this format, I'm surprised aggro deck haven't started testing Ankh of Mishra. It would seriously be soooooooo good right now.
emidln
03-15-2007, 11:48 PM
Root Maze isn't very good Tendrils hate. LED doesn't need to tap to activate.
dre4m
03-16-2007, 12:32 AM
Root Maze isn't very good Tendrils hate. LED doesn't need to tap to activate.
Quoted for TECH!!!
I briefly entertained the idea for a deck with Vinelasher Kudzus, Root Mazes, and Scryb Ranger, but I trashed it after Goblins kept owning me in the face with Vial.
Alfred
03-16-2007, 05:32 AM
Considering the number of fetchlands in this format, I'm surprised aggro deck haven't started testing Ankh of Mishra. It would seriously be soooooooo good right now.
The problem is, how do you get it into play first turn? Ancient Tomb or City of Traitors? Or do you go Chrome Mox/Mox Diamond or 1-time use mana?
I would probably go with the latter, because the Ancient Tomb route would probably be too much pain.
No, damnit. Stop talking about this - especially you, Diablos! I am not done messing around with Death and Taxes, and this one is my next idea. Aww crap!
3 Root Maze
4 Ankh of Mishra
2 Plow Under
4 Pillage
4 Burning-Tree Shaman
3 Suppression Field
4 Birds of Paradise
4 Lightning Bolt
4 Flailing Soldier
4 Glittering Lynx/Knight of the Holy Nimbus
4 Swords to Plowshares
4 Chrome Mox
4 Taiga
4 Plateau
4 Savannah
2 Stomping Ground
2 Temple Garden
This would be my first attempt at such a strategy. I have no idea how it would do in the meta, but it makes my mana denial fetish smile. It has a cool way of getting around Aether Vial as well. Part of the problem with this sort of strategy is the fact that the relevant cards are spread out amongst all five colors.
I was thinking the card could be a lot better suited for a fast aggro deck, something like Zoo or Burn or something, but at least it's a start. :) I'm not sure about building a deck around it though, but I'll admit Root Maze + Ankh of Mishra is fuckin sweet against fetchlands.
Root Maze isn't very good Tendrils hate. LED doesn't need to tap to activate.
Gah, I always forget that it isn't Black Lotus. And I think someone even posted that exact situation somewhere on this site before. :S
Bane of the Living
03-16-2007, 05:48 PM
Considering the number of fetchlands in this format, I'm surprised aggro deck haven't started testing Ankh of Mishra. It would seriously be soooooooo good right now.
Actually I just started to. Play a mono red Ankh Sligh deck that features Veteran Brawlers and Blood Knights. Taking 5 for a land is brutal. So far its great in testing.
As far as Root Maze goes, try using it with the Cloudpost//Vesuva engine. You equal out the CiP Tapped shit.
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