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General Magic / "Cat"acomb Maze
« on: February 17, 2019, 09:51:14 pm »
Decklist (Two Separate Libraries)
-Catacomb Library-
1 Scythe Leopard
1 Initiate's Companion
1 Pouncing Cheetah
1 Riparian Tiger
3 Generous Stray
3 Feral Prowler
8 Aetherstream Leopard
1 Feral Maaka
1 Chartooth Cougar
5 Twilight Panther
2 Graceful Cat
3 Felidar Guardian
1 Fortified Rampart
3 Wall of Resurgence
11 Portcullis Vine
1 Wall of Vines
3 Wall of Forgotten Pharaohs
-Maze Library-
30 Wall of Wood
14 Wall of Ice
5 Wall of Stone
1 Battle Rampart
---------------------------------------------
-Maze Library- (Medium)
1 Consulate Turret (Charges to 3 energy counters and fires the next turn)
9 Wall of Swords
3 Fog Bank
12 Wall of Vapor
25 Wall of Shadows
---------------------------------------------
-Maze Library- (Hard)
2 Consulate Skygate
3 Amaranthine Wall
30 Wall of Heat
9 Wall of Bone
6 Wall of Bramble
Rule Set
Whenever Catacomb Maze has no non-Wall creature cards in its libraries or on the battlefield, The Survivors win the game.
Cards with “win the game” in its rules text becomes “Lose the game.”
When Battle Rampart dies, discard the entire maze library into its graveyard.
At the start of Catacomb Maze’s first turn, cast the top six cards of the maze library onto the battlefield in a row, then cast the top six cards of the catacomb library onto the battlefield facedown in a row behind the first. (Facedown cards are flipped face-up when the Wall creature in front of it dies.)
Whenever a creature that was casted from the catacomb library dies, cast the top card from the catacomb library and cast the top card from the maze library.
Whenever a player taps a land for mana, add one mana of all colors to Catacomb Maze’s mana pool.
Catacomb Maze’s mana is not lost between steps and turns.
Mana abilities are triggered before Catacomb Maze’s combat step.
Doing so uses mana Catacomb Maze accumulates.
Trigger abilities activate accordingly.
Cards that causes Catacomb Maze to draw doesn’t trigger if Catacomb Maze has 12 permanents on the battlefield, otherwise its casted.
-Catacomb Library-
1 Scythe Leopard
1 Initiate's Companion
1 Pouncing Cheetah
1 Riparian Tiger
3 Generous Stray
3 Feral Prowler
8 Aetherstream Leopard
1 Feral Maaka
1 Chartooth Cougar
5 Twilight Panther
2 Graceful Cat
3 Felidar Guardian
1 Fortified Rampart
3 Wall of Resurgence
11 Portcullis Vine
1 Wall of Vines
3 Wall of Forgotten Pharaohs
-Maze Library-
30 Wall of Wood
14 Wall of Ice
5 Wall of Stone
1 Battle Rampart
---------------------------------------------
-Maze Library- (Medium)
1 Consulate Turret (Charges to 3 energy counters and fires the next turn)
9 Wall of Swords
3 Fog Bank
12 Wall of Vapor
25 Wall of Shadows
---------------------------------------------
-Maze Library- (Hard)
2 Consulate Skygate
3 Amaranthine Wall
30 Wall of Heat
9 Wall of Bone
6 Wall of Bramble
Rule Set
Whenever Catacomb Maze has no non-Wall creature cards in its libraries or on the battlefield, The Survivors win the game.
Cards with “win the game” in its rules text becomes “Lose the game.”
When Battle Rampart dies, discard the entire maze library into its graveyard.
At the start of Catacomb Maze’s first turn, cast the top six cards of the maze library onto the battlefield in a row, then cast the top six cards of the catacomb library onto the battlefield facedown in a row behind the first. (Facedown cards are flipped face-up when the Wall creature in front of it dies.)
Whenever a creature that was casted from the catacomb library dies, cast the top card from the catacomb library and cast the top card from the maze library.
Whenever a player taps a land for mana, add one mana of all colors to Catacomb Maze’s mana pool.
Catacomb Maze’s mana is not lost between steps and turns.
Mana abilities are triggered before Catacomb Maze’s combat step.
Doing so uses mana Catacomb Maze accumulates.
Trigger abilities activate accordingly.
Cards that causes Catacomb Maze to draw doesn’t trigger if Catacomb Maze has 12 permanents on the battlefield, otherwise its casted.