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a life gain/stall deck that tries to Win either using maze's end or the door to nothingness.sideboard for tanky decks or aggro decks. burn or mill shouldn't really bug you too much unless they remove all of one guild land from the game, in which are stuck with trying to use the DOOR.
always drop a green producing land first. then the others. only use mulch if you absolutely dont get a land drop, otherwise you risk pitching unexpected results, creatures and blahblahblah. if you mess up with mulch try to make sure you have an elixir out.it seems the play to go with the maze is 2 gates and 1 forest. so drop the maze after you have 2 gates, then drop a forest or a land that can untap, and use the maze to get another gate. crackling perimeter and door to nothingness are side win cons.
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Wait, what? Hold on, MAZE'S END? WHAT THE ACTUAL FUCK.
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Maze's End isn't that sweet. It's cool but in draw one drop one even with spells to get out land faster you should be dead or vice versa or you're a turtle in Magic haha.
You could put Cloudshift in here for Gatekeeper Vine and Saruli Gatekeepers.
ok thanks that makes sense, more gates and life.
i guess im a turtle. XD