Twists and Turns // Mycoid Maze MTG Card


Twists and Turns // Mycoid Maze - The Lost Caverns of Ixalan
Mana cost
Converted mana cost1
RarityUncommon
TypeEnchantment
Abilities Explore,Scry,Transform
Released2023-11-17
Set symbol
Set nameThe Lost Caverns of Ixalan
Set codeLCI
Number217
Frame2015
LayoutTransform
BorderBlack
Illustred byDeruchenko Alexander

Key Takeaways

  1. Twists and Turns ensures crucial card draws, providing a consistent advantage in accessing impactful spells.
  2. Mycoid Maze accelerates your board presence, potentially shifting the game’s momentum into your favor.
  3. Flexible instant speed play makes Twists and Turns a versatile asset for adapting to dynamic in-game scenarios.

Where to buy

If you're looking to purchase Twists and Turns // Mycoid Maze MTG card by a specific set like The Lost Caverns of Ixalan, there are several reliable options to consider. One of the primary sources is your local game store, where you can often find booster packs, individual cards, and preconstructed decks from current and some past sets. They often offer the added benefit of a community where you can trade with other players.

For a broader inventory, particularly of older sets, online marketplaces like TCGPlayer, Card Kingdom and Card Market offer extensive selections and allow you to search for cards from specific sets. Larger e-commerce platforms like eBay and Amazon also have listings from various sellers, which can be a good place to look for sealed product and rare finds.

Additionally, Magic’s official site often has a store locator and retailer lists for finding Wizards of the Coast licensed products. Remember to check for authenticity and the condition of the cards when purchasing, especially from individual sellers on larger marketplaces.

Below is a list of some store websites where you can buy the Twists and Turns // Mycoid Maze and other MTG cards:

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Text of card

If a creature you control would explore, instead you scry 1, then that creature explores. When Twists and Turns enters the battlefield, target creature you control explores. When a land enters the battlefield under your control, if you control seven or more lands, transform Twists and Turns.


Card Pros

Card Advantage: Twists and Turns offers a significant edge by allowing you to manipulate the top cards of your library, ensuring you get the spells you need when you need them. This can lead to a solid card advantage over your opponents as you’re able to access your most impactful cards more consistently.

Resource Acceleration: The Mycoid Maze variation accelerates your resources impeccably. It enables you to uncover potentially game-changing creatures earlier than expected, putting you a step ahead. This can lead to a powerful presence on the board, making it easier to control the game’s pace.

Instant Speed: Its ability to be played at instant speed grants you the flexibility to react swiftly to your opponent’s moves. Whether it’s during their end step or in response to an action that could threaten your position, this card works seamlessly within your strategic plays, keeping you one move ahead.


Card Cons

Discard Requirement: Engaging in the labyrinthine complexities of Twists and Turns necessitates a strategic discard from your hand, potentially leaving you at a card deficit at a crucial moment of play.

Specific Mana Cost: Twists and Turns calls for a meticulous blend of mana, including color-specific requirements that can impose deck-building constraints, particularly in multicolored formats where mana flexibility is essential.

Comparatively High Mana Cost: With Mycoid Maze’s activation demand weighing in at a notable mana investment, players must weigh its labyrinthine benefits against other options that might propel their game forward with greater cost-efficiency.


Reasons to Include in Your Collection

Versatility: Both Twists and Turns and Mycoid Maze offer flexible utilities in a range of decks. Twists and Turns can be an unexpected disruption for your opponents, while Mycoid Maze provides unique board control, able to navigate through complex battlefield scenarios.

Combo Potential: Twists and Turns excels in decks that manipulate draw or graveyard strategies, playing a key role in setting up winning conditions. Mycoid Maze pairs well with cards that benefit from creature control, enabling critical tactical advantages during gameplay.

Meta-Relevance: Given the evolving dynamics of the game, both Twists and Turns and Mycoid Maze hold their ground by offering answers to various popular strategies, ensuring your deck remains competitive in a changing environment.


How to beat Twists and Turns or Mycoid Maze

Twists and Turns is a card that can cause unexpected shifts in the board state during a game of Magic: The Gathering, while Mycoid Maze offers a different sort of strategic depth by altering creature strength. Handling these cards requires a thoughtful approach. Players can potentially overcome Twists and Turns by minimizing reliance on creature-based strategies or by employing removal spells that can address multiple targets, diluting Twists and Turns’s impact.

Mycoid Maze presents a unique challenge, as it can both empower and inhibit creature abilities. Countering this effect involves tactics such as utilizing non-creature spells or choosing creatures that can benefit from the counter manipulation. Assuring a variety of cards in your deck that are not affected by Mycoid Maze’s alterations can also help maintain an advantage on the battlefield.

Ultimately, the key to outmaneuvering these cards lies in maintaining versatility in your playstyle and deck composition, ensuring that you have answers ready for their twists, or can pivot away from strategies that these cards disrupt. Maintaining this flexibility can help turn the tides in your favor against Twists and Turns or Mycoid Maze.


Cards like Twists and Turns // Mycoid Maze

The Mycoid Maze card introduces a fresh dynamic to combat-oriented strategies within the MTG realm. It mirrors the functionality of cards like Maze of Ith, with both presenting the unique ability to remove creatures from combat. However, Mycoid Maze brings an additional layer by allowing the creature to return to the field with a +1/+1 counter—potentially strengthening your board presence each time it is activated.

Contrasting with another comparable card, Thaumatic Compass, which transforms into Spires of Orazca, offers a similar yet distinctly separate ability. It too can remove creatures from combat, but does prioritize land transformation based on the conditions met within the game. While Thaumatic Compass is versatile, it lacks the creature-enhancing aspect that Mycoid Maze cleverly capitalizes on.

In evaluating these cards side by side, it’s evident that Mycoid Maze presents a unique spin that can be pivotal in games, offering both defensive utility and the upside of bolstering your creatures over time. Thus, within the maze of choices for defensive land cards in MTG, Mycoid Maze emerges as a path worth exploring for those looking to twist the typical expectations of a creature’s journey through the battlefield.

Maze of Ith - MTG Card versions
Maze of Ith - MTG Card versions

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Fastbond - MTG Card versions
Instill Energy - MTG Card versions
Wild Growth - MTG Card versions
Cocoon - MTG Card versions
Concordant Crossroads - MTG Card versions
Elven Fortress - MTG Card versions
Earthlore - MTG Card versions
Revelation - MTG Card versions
Carapace - MTG Card versions
Gift of the Woods - MTG Card versions
Mortal Wound - MTG Card versions
Spider Climb - MTG Card versions
Elephant Grass - MTG Card versions
Storm Front - MTG Card versions
Bequeathal - MTG Card versions
Elven Palisade - MTG Card versions
Hidden Spider - MTG Card versions
Carpet of Flowers - MTG Card versions

Legalities

Magic the Gathering formats where Twists and Turns // Mycoid Maze has restrictions

FormatLegality
StandardLegal
HistoricbrawlLegal
HistoricLegal
LegacyLegal
OathbreakerLegal
GladiatorLegal
AlchemyLegal
PioneerLegal
CommanderLegal
ModernLegal
FutureLegal
VintageLegal
DuelLegal
ExplorerLegal
BrawlLegal
PennyLegal
TimelessLegal

Rules and information

The reference guide for Magic: The Gathering Twists and Turns // Mycoid Maze card rulings provides official rulings, any errata issued, as well as a record of all the functional modifications that have occurred.

Date Text
2023-11-10 If a resolving spell or ability instructs a specific creature to explore but that creature has left the battlefield, the creature still explores. If you reveal a nonland card this way, you won't put a +1/+1 counter on anything, but you may put the revealed card into your graveyard. Effects that trigger "whenever a creature explores" trigger as appropriate.
2023-11-10 If an ability instructs a creature to explore, its controller reveals the top card of their library. If it's a land card, they'll put it into their hand. Otherwise, they'll put a +1/+1 counter on that creature, then choose to either leave that card on top of their library or put it into their graveyard.
2023-11-10 If no card is revealed, most likely because that player's library is empty, the exploring creature receives a +1/+1 counter.
2023-11-10 If you control two copies of Twists and Turns and a creature you control would explore, instead you scry 1, then scry 1 again, then that creature explores. If you control three copies of Twists and Turns, you'd scry 1 an additional time before that creature explores, and so on.
2023-11-10 In some unusual cases, noncreature permanents may explore. For example, if the creature card returned by Defossilize is somehow not a creature once it's on the battlefield, it can still explore. You'll take all the same actions, and you may end up putting a +1/+1 counter on the permanent. (Note that some effects target a creature, and those effects would still require a legal target to have it explore.)
2023-11-10 Once an ability that causes a creature to explore begins to resolve, no player may take any other actions until it's done. Notably, opponents can't try to remove the exploring creature after you reveal a nonland card but before it receives a counter.
2023-11-10 Some spells or abilities might cause a creature to explore multiple times in a row. If you reveal a nonland card when a creature explores and leave it on top of your library, then the creature explores again immediately afterwards, you'll reveal the same card again.