Mystifying Maze

Mystifying Maze

Land

How we read this card

Add {C}.

activated {T} — adds 1 mana

Exile target attacking creature an opponent controls.

activated {4}, {T} —

At the beginning of the next end step, return it to the battlefield tapped under its owner's control.

triggered — blinks a permanent

Causes: exile a creature, a creature leaves the battlefield, put anything onto the battlefield.

Cares about: an end step.

Works well with

a creature is exiled — 1,003 cards in the game can cause this (Mystifying Maze is one).

When a creature is exiled thanks to Mystifying Maze:

  1. Ashnod's Intervention — brings a card back
  2. Soulherder — puts a +1/+1 counter on itself

4 other cards care about it too. These are the ones with the most connections.

a land enters the battlefield — 1,560 cards in the game can cause this (Mystifying Maze is one).

When Mystifying Maze enters:

  1. Primeval Bounty — gains you 3 life
  2. Toph, Earthbending Master — puts a counter on a permanent
  3. Dancing from Dark to Dawn — makes a token
  4. Emeria Shepherd — brings a card back
  5. Quest for the Necropolis — puts a quest counter on itself
  6. Soul Stair Expedition — puts a quest counter on itself
  7. Nissa of Shadowed Boughs — puts counters on a permanent
  8. Thranduil, Sindarin Liege // Silvan Rally — makes a token
  9. Silvan Reveler — returns itself from the graveyard
  10. Floral Evoker — puts a +1/+1 counter on itself

199 other cards care about it too. These are the ones with the most connections.

anything is exiled — 2,497 cards in the game can cause this (Mystifying Maze is one).

  1. The War Doctor — When a creature is exiled thanks to Mystifying Maze, The War Doctor puts a time counter on itself

a nontoken creature leaves the battlefield — 4,133 cards in the game can cause this (Mystifying Maze is one).

  1. Dual Nature — When a creature leaves the battlefield thanks to Mystifying Maze, Dual Nature exiles a creature

3 other cards care about it too. These are the ones with the most connections.

a creature leaves the battlefield — 4,238 cards in the game can cause this (Mystifying Maze is one).

When a creature leaves the battlefield thanks to Mystifying Maze:

  1. Extractor Demon — mills a card
  2. Valor of the Worthy — makes a token
  3. Traveling Plague — returns itself from the graveyard
  4. Funeral March — makes a player sacrifice a creature

26 other cards care about it too. These are the ones with the most connections.

anything enters the battlefield — 26,499 cards in the game can cause this (Mystifying Maze is one).

  1. Zenos yae Galvus // Shinryu, Transcendent Rival — When Zenos yae Galvus // Shinryu, Transcendent Rival enters thanks to Mystifying Maze, it shrinks a creature by -2/-2
  2. Ertha Jo, Frontier Mentor — When Ertha Jo, Frontier Mentor enters thanks to Mystifying Maze, it makes a token
  3. Aang, Airbending Master — When Aang, Airbending Master enters thanks to Mystifying Maze, it triggers
  4. Aang, at the Crossroads // Aang, Destined Savior — When Aang, at the Crossroads // Aang, Destined Savior enters thanks to Mystifying Maze, it puts a creature onto the battlefield

18 other cards care about it too. These are the ones with the most connections.