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Nimbus MazeHow it works & interactions with other cards

By the ManaCount desk· 2 min read· Forgotten Realms Commander· July 23, 2021
Carte Magic Nimbus Maze

Nimbus Maze is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

{T}: Add {C}. {T}: Add {W}. Activate only if you control an Island. {T}: Add {U}. Activate only if you control a Plains.

Complete guide

Nimbus Maze is a unique dual land originally from Future Sight that rewards players for diversifying their mana base. Unlike standard dual lands, its ability to produce colored mana is strictly dependent on the land subtypes already present on your battlefield. It is an excellent tool for Azorius decks that want untapped mana without the life cost of shock lands.

Understanding Land Subtypes

The most important thing to remember about Nimbus Maze is that it looks for land types (Plains and Island), not land names. A basic Island will allow Nimbus Maze to produce White mana, but a non-basic land like Command Tower will not, because Command Tower does not have a basic land subtype in its type line. Nimbus Maze itself does not have these subtypes, so one Nimbus Maze cannot help another Nimbus Maze produce colored mana.

Step-by-Step Resolution

When you want to activate Nimbus Maze, first check your board for the required subtypes. To produce White mana, you must control a permanent with the 'Island' subtype. To produce Blue mana, you must control a permanent with the 'Plains' subtype. If you meet the requirement, you tap Nimbus Maze as an mana action; this does not use the stack and cannot be responded to. If you control neither subtype, you can still tap it for one colorless mana.

Common Mistakes

A frequent error is assuming that lands which produce blue or white mana automatically count as Islands or Plains. For example, playing Exotic Orchard does not satisfy the requirement for Nimbus Maze unless that Orchard somehow gains a subtype through another effect. Always look at the card's type line; if it doesn't say 'Island' or 'Plains', Nimbus Maze's colored mana abilities remain locked.

When to Play Nimbus Maze

This land shines in decks running a high density of basic lands or 'fetchable' non-basic lands that possess subtypes. It is best played on turn two or three after you have established your first basic land. It is less effective in five-color 'rainbow' mana bases that rely heavily on utility lands lacking specific basic subtypes.

Interaction examples

The Colorless Struggle

If your battlefield consists only of Nimbus Maze, Command Tower, and Exotic Orchard, Nimbus Maze can only produce colorless mana. Even though Command Tower can produce Blue or White, it lacks the 'Island' or 'Plains' subtype required to unlock Nimbus Maze's potential.

Basic Synergy

If you control a basic Island, Nimbus Maze can tap for colorless or White mana. If you then play a basic Plains, Nimbus Maze can now tap for colorless, White, or Blue mana, effectively becoming a dual land that enters untapped.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Nimbus Maze

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Nimbus Maze's last two abilities check the subtypes of lands you control, not their names. You can activate the appropriate abilities as long as you control a land with the corresponding subtype, Plains or Island. Most nonbasic lands don't have basic land types, even if they produce colored mana. For example, Nimbus Maze itself is neither a Plains nor an Island, while Hallowed Fountain is both.

    No other card is named in this ruling.

02

Legal formats

modernlegacyvintagepennycommanderoathbreakerduelpredhtlr
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