Ishi_lives
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Commander
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Marina Vendrell
When Marina Vendrell enters, reveal the top seven cards of your library. Put all enchantment cards from among them into your hand and the rest on the bottom of your library in a random order.
: Lock or unlock a door of target Room you control. Activate only as a sorcery.
: Lock or unlock a door of target Room you control. Activate only as a sorcery.
Legendary Creature - Human Warlock

Commander
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Hedge Shredder
Whenever this Vehicle attacks, you may mill two cards.
Whenever one or more land cards are put into your graveyard from your library, put them onto the battlefield tapped.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
Whenever one or more land cards are put into your graveyard from your library, put them onto the battlefield tapped.
Crew 1 (Tap any number of creatures you control with total power 1 or more: This Vehicle becomes an artifact creature until end of turn.)
Artifact - Vehicle

Midnight Clock
: Add .
: Put an hour counter on this artifact.
At the beginning of each upkeep, put an hour counter on this artifact.
When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
: Put an hour counter on this artifact.
At the beginning of each upkeep, put an hour counter on this artifact.
When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.
Artifact

Pendant of Prosperity
This artifact enters under the control of an opponent of your choice.
, : Draw a card, then you may put a land card from your hand onto the battlefield. This artifact's owner draws a card, then that player may put a land card from their hand onto the battlefield.
, : Draw a card, then you may put a land card from your hand onto the battlefield. This artifact's owner draws a card, then that player may put a land card from their hand onto the battlefield.
Artifact

Artifact
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Gate Colossus
Affinity for Gates (This spell costs less to cast for each Gate you control.)
This creature can't be blocked by creatures with power 2 or less.
Whenever a Gate you control enters, you may put this card from your graveyard on top of your library.
This creature can't be blocked by creatures with power 2 or less.
Whenever a Gate you control enters, you may put this card from your graveyard on top of your library.
Creature Artifact - Construct

Victor, Valgavoth's Seneschal
Eerie — Whenever an enchantment you control enters and whenever you fully unlock a Room, surveil 2 if this is the first time this ability has resolved this turn. If it's the second time, each opponent discards a card. If it's the third time, put a creature card from a graveyard onto the battlefield under your control.
Legendary Creature - Human Warlock

Creature
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Central Elevator
When you unlock this door, search your library for a Room card that doesn't have the same name as a Room you control, reveal it, put it into your hand, then shuffle.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Enchantment - Room

Lost in the Maze
Flash
When this enchantment enters, tap X target creatures. Put a stun counter on each of those creatures you don't control. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Tapped creatures you control have hexproof.
When this enchantment enters, tap X target creatures. Put a stun counter on each of those creatures you don't control. (If a permanent with a stun counter would become untapped, remove one from it instead.)
Tapped creatures you control have hexproof.
Enchantment

Meat Locker
When you unlock this door, tap up to one target creature and put two stun counters on it. (If a permanent with a stun counter would become untapped, remove one from it instead.)
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Enchantment - Room

Mirror Room
When you unlock this door, create a token that's a copy of target creature you control, except it's a Reflection in addition to its other creature types.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Enchantment - Room

Moldering Gym
When you unlock this door, search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Enchantment - Room

Oubliette
When this enchantment enters, target creature phases out until this enchantment leaves the battlefield. Tap that creature as it phases in this way. (Auras and Equipment phase out with it. While permanents are phased out, they're treated as though they don't exist.)
Enchantment

Polluted Cistern
Whenever one or more cards are put into your graveyard from your library, each opponent loses 1 life for each card type among those cards.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Enchantment - Room

Roaring Furnace
When you unlock this door, this Room deals damage equal to the number of cards in your hand to target creature an opponent controls.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Enchantment - Room

Secret Arcade
Nonland permanents you control and permanent spells you control are enchantments in addition to their other types.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Enchantment - Room

Surgical Suite
When you unlock this door, return target creature card with mana value 3 or less from your graveyard to the battlefield.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Enchantment - Room

Underwater Tunnel
When you unlock this door, surveil 2. (Look at the top two cards of your library, then put any number of them into your graveyard and the rest on top of your library in any order.)
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Enchantment - Room

Unholy Annex
At the beginning of your end step, draw a card. If you control a Demon, each opponent loses 2 life and you gain 2 life. Otherwise, you lose 2 life.
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
(You may cast either half. That door unlocks on the battlefield. As a sorcery, you may pay the mana cost of a locked door to unlock it.)
Enchantment - Room

Enchantment
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Delay
Counter target spell. If the spell is countered this way, exile it with three time counters on it instead of putting it into its owner's graveyard. If it doesn't have suspend, it gains suspend. (At the beginning of its owner's upkeep, they remove a time counter. When the last is removed, they may play it without paying its mana cost. If it's a creature, it has haste.)
Instant

Instant
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Land
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Tempt with Discovery
Tempting offer — Search your library for a land card and put it onto the battlefield. Each opponent may search their library for a land card and put it onto the battlefield. For each opponent who searches a library this way, search your library for a land card and put it onto the battlefield. Then each player who searched a library this way shuffles.
Sorcery

Sorcery
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Shigeki, Jukai Visionary
, , Return Shigeki to its owner's hand: Reveal the top four cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest into your graveyard.
Channel — , Discard this card: Return X target nonlegendary cards from your graveyard to your hand.
Channel — , Discard this card: Return X target nonlegendary cards from your graveyard to your hand.
Legendary Creature Enchantment - Druid Snake

Maybeboard
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Deck Info
Deck stats
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Description
{"ops":[{"insert":"Some time back I was watching the movie The Labyrinth I decided I should build an EDH deck based on the film. You can find the original list here: https://tappedout.net/mtg-decks/labyrinth-edh/\n\nThe original deck was clunky and split between multiple tribes. It was never consistent when playing, especially in a pre-bracket environment. Now that that the bracket system can help guide players towards flavor builds, I thought it would be a good time to give the deck another go. So here it is in all of it's new glory. \n\nFirst, we have our leading lady, "},{"insert":{"card-link":"Marina Vendrell"}},{"insert":" as Sarah Williams. In my original build, I used "},{"insert":{"card-link":"Karona, False God"}},{"insert":", as there was a tribal subtheme. However, I felt like the addition of rooms made for a more fun way to \"explore the labyrinth.\" \n\nNext, there's our antagonist, Jareth, the Goblin King. He appears as "},{"insert":{"card-link":"Ith, High Arcanist"}},{"insert":", because "},{"insert":{"card-link":"Maze of Ith"}},{"insert":". We also get his owl form in "},{"insert":{"card-link":"Baleful Strix"}},{"insert":", and his creepy face that shows up from time to time with "},{"insert":{"card-link":"Spirit of the Labyrinth"}},{"insert":". \n\nSarah's adventure kicks off when Jareth "},{"insert":{"card-link":"Crib Swap"}},{"insert":"s Sarah's baby brother "},{"insert":{"card-link":"Toby, Beastie Befriender"}},{"insert":". The original deck used "},{"insert":{"card-link":"Child of Alara"}},{"insert":" for the \"baby\", but I felt the card that bares the baby's name made more sense.\n\nSarah decides she doesn't want to accept Jareth's "},{"insert":{"card-link":"Generous Gift"}},{"insert":" of a "},{"insert":{"card-link":"Crystal Ball"}},{"insert":" , and instead gets put on a "},{"insert":{"card-link":"Midnight Clock"}},{"insert":" to find her way through the labyrinth before Toby joins Jareth's "},{"insert":{"card-link":"Swarming Goblins"}},{"insert":".\n\nShe then meets "},{"insert":{"card-link":"Treasure Nabber"}},{"insert":" Hoggle, who tells her how to enter the labyrinth. She meets a "},{"insert":{"card-link":"Cryptic Annelid"}},{"insert":", who gives her directions. She gets lost thanks to some "},{"insert":{"card-link":"Faerie Trickery"}},{"insert":" before she finding the "},{"insert":{"card-link":"Opal Lake Gatekeepers"}},{"insert":" who try to deceive her with "},{"insert":{"card-link":"Fact or Fiction"}},{"insert":". However, she outsmarts them, only to fall into the "},{"insert":{"card-link":"Cage of Hands"}},{"insert":". She chooses down and finds herself in the "},{"insert":{"card-link":"Oubliette"}},{"insert":". Hoggle agrees to help her in exchange for jewels, such as the "},{"insert":{"card-link":"Pendant of Prosperity"}},{"insert":". Jareth attempts to "},{"insert":{"card-link":"Extinguish All Hope"}},{"insert":" by changing the "},{"insert":{"card-link":"Hour of Promise"}},{"insert":" , but our heroes escape the Cleaners ("},{"insert":{"card-link":"Hedge Shredder"}},{"insert":"). Once free, Sarah asks the enigmatic Wiseman ("},{"insert":{"card-link":"Victor, Valgavoth's Seneschal"}},{"insert":" ) for directions, who encourages here to go back. Instead, they sneak past the False Alarms ("},{"insert":{"card-link":"Foreboding Statue // Forsaken Thresher"}},{"insert":"), but Hoggle runs off when he gets scared. Sarah meets the gentle beast Ludo ("},{"insert":{"card-link":"Hunted Phantasm"}},{"insert":"), who can summon a "},{"insert":{"card-link":"Rock Slide"}},{"insert":" to fight off the goblins. Jareth offers Hoggle some "},{"insert":{"card-link":"Foreboding Fruit"}},{"insert":" to "},{"insert":{"card-link":"Delay"}},{"insert":" Sarah, and threatens to throw him into the "},{"insert":{"card-link":"Bojuka Bog"}},{"insert":" of "},{"insert":{"card-link":"Toxic Stench"}},{"insert":". Sarah ends up running into the Fireys ("},{"insert":{"card-link":"Dusk Urchins"}},{"insert":"). After being saved from Hoggle before losing her head, Sarah gives the hobgoblin a kiss and the end up transported to the Bog of Eternal Stench. They meet the loyal Sir Didymus ("},{"insert":{"card-link":"Selfless Savior"}},{"insert":") and his faithful steed Ambrosius ("},{"insert":{"card-link":"Loyal Warhound"}},{"insert":"). Hoggle begrudgingly gives Sarah the cursed peach ("},{"insert":{"card-link":"You Find a Cursed Idol"}},{"insert":") and she is whisked away on an "},{"insert":{"card-link":"Enchanted Evening"}},{"insert":". Sarah wakes up, and finds herself lost in a pile of junk, only to be approached by the Junk Lady ("},{"insert":{"card-link":"Junktroller"}},{"insert":"), who attempts to distract the girl. Sarah, snaps out of it and finds her way to the Goblin City. She has to get around the "},{"insert":{"card-link":"Gate Colossus"}},{"insert":", and after a scuffle "},{"insert":{"card-link":"You Find the Villains' Lair"}},{"insert":" inside the castle at the center of the labyrinth. Jareth tries to get Sarah to stay ("},{"insert":{"card-link":"Make Your Move"}},{"insert":"), but the girl outsmarts him before finding the "},{"insert":{"card-link":"Homeward Path"}},{"insert":". And we end things off by sharing a fine "},{"insert":{"card-link":"Farewell"}},{"insert":" with her friends.\n\nThe rest of the deck is either thematic ways to help move the game forward. Overall, I fell like this build will be fun, but will depend on how effective rooms are. \n\nPlease give me some advice on which rooms work best in an EDH game or if you have any other suggestions from the Labyrinth. \n"}]}




















































































