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Moxonomy

Lost in a Labyrinth

InstantBlue mana

A defensive trick that aims at the attack step rather than the board: shaving three power off a single creature blunts an alpha strike or rescues a blocker without touching the toughness math everywhere else. The -3/-0 is the tell. This is a damage-prevention spell dressed as a pump effect, useful only in combat and useless against anything you actually need gone. The scry rider is what saves it from the long line of one-shot fog substitutes, giving a narrow combat answer a floor: even when the attack you blunted was the only thing happening, you have still smoothed your next draw. The card always needs a creature to point at, so it never functions as a pure cantrip with no target; but on a turn where you would otherwise sit passive, you can aim it at your own blocker or a creature in a stalled board, take the -3/-0 you do not care about, and pocket the scry. That second clause is the design idea: handing a tempo-blue interaction spell a reason to exist on turns where there is no profitable combat to answer. The trade is honest. One blue mana buys a temporary, combat-only intervention plus a card-quality bump, and the creature you targeted is still there next turn at full power. A low-stakes role-player whose whole job is to keep a reactive deck's instant-speed slot from ever being a dead card.

Lost in a Labyrinth (ths)
THS · #52common
Pricing
Normal: $0.05
Foil: $0.40
Oracle Text

Rules text

Target creature gets -3/-0 until end of turn. Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Legalities

Format Status

Standard
N/A
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
N/A
Historic
N/A
Alchemy
N/A
Timeless
N/A
Standard Brawl
N/A
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
N/A
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
N/A
COMPETITIVEBRAWL
N/A
TLR
Legal
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