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Hopefully a very very speedy mazes end deck.
Draw, play extra lands. Unexpected results for lots of land playing and/or getting the non lands out. Elixir to recycle those cards
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Faster for just the Maze's End ability. Defense is lacking so someone would have to really screw up in order for this to win haha.
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Sphere of safety and squeekems suggested a good thing. Just lots of life until sphere of safety then speed to mazes end.
You have a total of 8 enchantments. You would probably get 2-3 off in a game under the assumption that they don't get removed/countered. Players will leave their mana open to make sure they can pay the cost to attack. It may slow them down enough for the combo to happen. I guess I'd have to see the deck in actual play.
I agree that the deck has a low enchantment count for Sphere of Safety, but I want to mention that Sphere of Safety stacks. One Sphere alone calls for one mana per creature. Two Spheres calls for four mana per creature. Three calls for nine mana per creature. So on and so forth.
I am aware.
Also with supreme verdict in there now after proxying, I should be able to get the combo out pretty easily. Especially if I pull divination, then unexpected results, urban evolution, etc. it works pretty well really.
not true about the mill , i built this my self and put in some things of my own and it works great , even against mill . you will get another elixer always and piss the mill guy off (happened to me) . i side deck 2 crackling perimiters, 2 hold the gates, and 2 akrom horses, and 2 spouremounds. ok now i sub them all in and take out the following , 3 urbans, 3 unexcpected, one into the wilds, and one sphere of saftey . the crackles make up for the enchantment loss and so do the hold the gates and there cheap to drop. i use the maze end card even more to get gates . mean while your making blockers with the horse and the spore mound that stall for you with hold the gates . i have only lost one game and it was mono white aggro . all your control and midrange decks will fall to this . you have a great idea with this deck , you can even throw a elspeth in instead of the horse or sporemound, just any token makers . like i said no loses but to aggro , and if you can grab a verdict in the first few hands even aggro has a tough chance to win . i love your idea thanks for posting i'm having so much fun with this deck. I hate the turbo fog idea and you made the maze fun....
"Probably doesn't work too well because of rites of flourishing" What do you mean?I see you put a lot of stall cards in the deck. Are there any better cards you could be using to stall? Hero's Reunion might be better than Saruli Gatekeepers. You could keep the Gatekeepers, drop the Fog Banks instead. Simply heal through flying damage until you drop a Sphere of Safety. That should stall long enough for you to drop the Maze's End win condition.
Alright.Oh and what I meant was I had rites of flourishing, but then I realized it was 2013, not 2012, and it was m12. :PAnd your suggestions sound good, I was just using the fog banks cuz they were cheap and good blockers
Blocking is swell, but a mountain's fire is hard to hold back. The Vizkopa Bank could care less what creatures you possess when you have a debt owed.
Lol. True dat XD
I just proxied this, it works pretty well.
I'll save my like for when you start to drop off the page ;-) But could you tell us more info on how this deck did? What did you face? How many wins? How many times have you played it? What worked well and what didn't?
Only once so Far haha. It was against a total flying spirit deck made by sakul. But, he forgot to make his decks public lol.
I got a major unexpected results combo. Got 5 gates, sadly only 3 different ones :P
Oh yeah, I lost, but just barely. I'm putting in a supreme verdict or two. My next card was the last gate :P
Thing is he had drogskol captain out which have him the extra 3 damage :P
I'm thinking only have 1 of each gate because I have elixir, and that will make the game.go faster as.well.What do you guys think?
You are really hurting yourself when facing a mill deck.Would would you put instead of 10 lands?
8 lands that don't enter tapped. And 2 more elixirs.Because that will speed it up and when facing a mill I have more elixirs.Sorry, my bad, forgot to say that
Yeah, that does not sound terrible.
What would you suggest? Lol when you say it doesn't sound terrible, it doesn't sound good either. What would you suggest instead lol?Also, it is hard to do a standard mazes end. Otherwise I would do rites of flourishing and abundance.
I took out two saruli and added 2 more lands cuz I need those for the speed. Plus I have elixir and heroes reunion for life.
I have not proxied the deck so I am unaware of any issues it may have with land. Less land means Unexpected Results combos less. To me, it seems you are stepping away from the speed aspect of this deck.Clone would combo with Gatecreeper Vine.
Yeah I know. How am I stepping away from the speed? Turn 3 I could already be dead so I need some early mana then I just combo unexpected, divination and urban, then mazes end helps a lot, I can use it earlier.Say I have gatecreeper vine on the field, so I have 3 tapped lands on turn two with this new land thing. Then turn 4 I can play into the wilds or unexpected results. Then turn 4 I can play urban evolution. Then another gatecreeper vine. It works better now I think, but idk, I'll have to proxy it again :P
I do not see how you have three lands on the battlefield turn three with Gatecreeper Vine.
Oh my bad, thought it came onto the field. But still, I can play him a turn earlier, then another the next turn, and then do into the wilds, etc.
Have you seen my Maze's End deck?http://www.mtgvault.com/squeekems/decks/blood-boil/
no, ill go check it outwould you do me a favor and proxy this? i dont have time right now. if you could that would be great.
I cannot proxy at this time. Sorry. :/
oh sad. ok thanks anyways.but dont you think it will work better now tht it can play a turn earlier?
Yes. The earlier you can play specific gates, the better.
thats why i was confused when you said i was stepping away from speed. ah well. Thanks for all the help. :D
the best way to do a mazes end deck is just the lands and nothing but answers like feeling of dread and field wipe etc
Would you not want a gate fetch machine set up at the same time? One other than Maze's End?
Hmmm. Ill try another switching creatures for board wipe
primeval bounty is sick if you're dropping lands
is it standard?
A nice new M14 enchantment for six mana.
hmmmmmm.....for what?
http://gatherer.wizards.com/Pages/Card/Details.aspx?multiverseid=370656
tak out 2 heroes' reunion? or no? or what?
A six-drop in a speed deck? Yeah, drop Hero's Reunion. Maybe drop Maze's End, too.
oh yeah. then add omniscience. perfect card in here. XD
Realistically, you'll drop maze's end, at the quickest, turn 6 for the win. That's too slow for what you need to do. You would die before you could stabilize. You have to make it more controlling, and Primeval Bounty provides sustain.
Except I could only do that on turn 6 ironically.
If it wasn't standard......Check out the legacy mazes end down belowvvvvv
It's a lot easier with ramp.
What do you suggest? My legacy one has all the ramp you need and it goes faster too I believe.
I just made a legacy mazes end deck. check it out.http://www.mtgvault.com/dragonwolf7/decks/legacy-mazes-end/
This deck has probably about had it with the hot page :(Oh well
Nothing Lasts forever ;-) All we can do is remember it fondly, and move on.
Hurzah. :)
Does rites of flourishing help at all ? Made this deck , http://www.mtgvault.com/dragon77/decks/taking-your-deck-apart-slowly/
I think so, never gotten it in a game yet :PProxied of.course