Kiora's Maze's End

by Mekkakat on 28 January 2014

Main Deck (60 cards)

Sideboard (15 cards)


Sorceries (4)


Planeswalkers (1)


Artifacts (1)

Submit a list of cards below to bulk import them all into your sideboard. Post one card per line using a format like "4x Birds of Paradise" or "1 Blaze", you can even enter just the card name by itself like "Wrath of God" for single cards.


Deck Description

Powerful control and prisons make this deck a terror for your opponent's to punch through. Kiora will test their removal and continue to be a ticking timebomb every time she's out.


Paired with Jace and Elspeth, this combo of win cons will frustrated and push opponents to find answers fast - or be pushed out entirely by a Maze's End finisher.

How to Play

You're going to have a slow start. If this is an issue for you - then make sure you keep one green source and a fog ready in your opening hand!

Establish a mid game prison, creating a revolving door of mana building and fog effects. Stabilize with Riot and Revelation - and finish strong with any of your planeswalkers or stealth your win in with, of course, Maze's End.

Deck Tags

  • Fog
  • Turbo Fog
  • Maze's End
  • Standard

Deck at a Glance

Social Stats

31
Likes

This deck has been viewed 8,035 times.

Mana Curve

Mana Symbol Occurrence

27284010

Card Legality

  • Not Legal in Standard
  • Legal in Modern
  • Legal in Vintage
  • Legal in Legacy

Deck discussion for Kiora's Maze's End

Not bad. It looks fun to play.

0
Posted 28 January 2014 at 15:53

Permalink

its just a revamped turbo fog , i guess it works just doesnt seem fun to me .

0
Posted 31 January 2014 at 16:43

Permalink

now that revamp looks great ...not relying on fog but stall with creatures , now thats a challenage

0
Posted 07 February 2014 at 15:52

Permalink

Looks like a really cool, fun deck. My question though, is since you built a Maze's End Deck, shouldn't the main win-con be Maze's End? If that's the case, might I recommend using Into the Wild? A great card for any Maze's End deck. In any case, this deck looks pretty cool. Good luck with it!

2
Posted 28 January 2014 at 16:33

Permalink

Correct - sorry about the wording :P Maze's End is definitely one of the main, if not the main win con in this deck. The other aspect of the deck is the immediate power threats from your planeswalkers too though. If any of them manage to get a strong build going, most players will crumble to them before you ever have to worry about Maze's End triggering.

1
Posted 28 January 2014 at 16:36

Permalink

Check out my version and tell me what you think!

http://www.mtgvault.com/ahelmer/decks/mazes-end/

0
Posted 28 January 2014 at 17:27

Permalink

Looks fun, if you want to replace main cards with side board what will be your choices ?

0
Posted 28 January 2014 at 16:34

Permalink

I think this deck wants to go for the early defender theme and play cards like axebane guardian, gatecreeper vine, and sylvan caryatid in the main for the double value that they provide. The sources of mana as well as a way to survive the early game.

0
Posted 28 January 2014 at 17:25

Permalink

Not a great idea when running field wipes.

0
Posted 28 January 2014 at 17:29

Permalink

You're just asking too much of the deck to be able to consistently cast a 1WWU spell on turn 4 every aggro matchup.

-1
Posted 28 January 2014 at 17:40

Permalink

with 4 of them in the deck and the spread out mana base, the odds are actually pretty well in this deck's favor to be able to do just that in every matchup.

0
Posted 28 January 2014 at 17:43

Permalink

He can't cast any four drops on turn four without nonland mana sources, because all of his lands are gates. Turn 5, absolutely, but not turn four. I agree, however, that running defenders in a deck heavy with board wipes is not a very good idea.

2
Posted 28 January 2014 at 23:15

Permalink

Woops, didn't think about the gates hahaha besides that, my point still stands lol

0
Posted 29 January 2014 at 23:17

Permalink

George Washington surely not lying, very correct even with gates. In this deck the odds of a turn 5 verdict or even a turn 4 d sphere is not going to happen; you have to put yourself back two turns from your opponent. The first turn back is playing gates tapped, the second turn back is fetching out the correct mana. Third turn, you can cast the removal for the spell you wanted two turns ago, or set your eye on a new spell. With as little land destruction as there is in standard, basic lands are where it's at, one or two gates which aren't your main spell colors is all that's needed in my opinion.

0
Posted 01 February 2014 at 01:16

Permalink

Hate to be mean but your opinion is wrong. He needs more gates of the appropriate colors, not basic lands to replace the un-important gates.

0
Posted 08 February 2014 at 08:52

Permalink

This is mazes end, are there any unimportant gates haha? More appropriate gates makes sense though, but just as much as basic lands imo

0
Posted 12 February 2014 at 12:42

Permalink

justinisthecrazy has deleted this comment.

Posted 28 January 2014 at 20:57

Permalink

Cards like Defend the hearth, Druid's Deliverance seem like they would find a good home in this deck, even ashiok seems good here

1
Posted 28 January 2014 at 21:05

Permalink

Ashiok was actually in the originial cut, but I decided that he was a little too hard to defend while keeping up with the mana.

0
Posted 28 January 2014 at 21:41

Permalink

Id mainboard the dreadbores.

0
Posted 29 January 2014 at 01:58

Permalink

amulet of vigor?

0
Posted 29 January 2014 at 06:18

Permalink

Too slow.
Not enough Land/Gate search cards.
Add in 4 Gatecreeper vines. MAINBOARD them.
Make it 4 Maze's ends. You want to draw that as soon as possible.
Run 4 Urban evolution. You want that extra land per turn.
I highly suggest running 4x Into the Wilds.
And more removals.
With all the land search cards you have running, you will ramp like crazy so having lots of expensive 4+manadrop cards isn't an issue.

Overall this is a very slow stall deck and extremely ineffective for its pricetag.
It is extremely non-committal to the Maze's end win condition despite it being a Maze's end deck and focuses too much on Planeswalkers.
A good Maze's End deck should have a minimum, 13 turn countdown to reaching its win condition. This deck cannot possibly reach its win condition in that many turns as is.
If I were you, I'd just go ahead and turn this into U/W Control.

1
Posted 29 January 2014 at 09:08

Permalink

xxxElesh_Nornxxx has deleted this comment.

Posted 29 January 2014 at 16:10

Permalink

Posted 29 January 2014 at 16:11

Permalink

courser of kruphix?

0
Posted 30 January 2014 at 09:58

Permalink

guys a question regarding Maze's End, when you have 9 gates out on the field and use it and get the 10th out do you need Maze's End out on the battlefield to win or not to win then?

0
Posted 30 January 2014 at 11:54

Permalink

you'll need it on the field since it has the wincon on it

0
Posted 30 January 2014 at 12:51

Permalink

ahh ok, thanks

0
Posted 30 January 2014 at 13:03

Permalink

if maze end brings out the last gate it does not have to be on the field. its part of the ability after the activation therefore takes place along with bringing the gate out.

0
Posted 31 January 2014 at 05:08

Permalink

in fact you have to use it to get the win it doesnt just happen because its part of the ability of the activation. you search for the gate put it into play then check to see if you win( check to see if all gates needed are in fact present)

0
Posted 31 January 2014 at 05:12

Permalink

How will you remove your opponents detention sphere when they play theirs?

0
Posted 31 January 2014 at 17:38

Permalink

I think there is a reason that most turbo-fog decks rely on fog-like effects, they're cheap (mana-wise), there is a lot of cards with those effects, and they can keep you safe for several turns. I am not sure that Riot control is what you want for example, I'd take Defend the Hearth over Riot Control any day.

1
Posted 01 February 2014 at 04:30

Permalink

Urban Burgeoning works well in Maze decks in my experience. Bring out your planeswalkers on your turn, then play fog on their turn.

0
Posted 01 February 2014 at 20:05

Permalink

This could work... ...a little slow, but you can survive for sure... ...the only card that is a nemesis for you is Rakdos' Return... ...you could use some Negates in the sideboard to avoid it...


Changes in the sideboard: -1 Zarek(not much reason); -1 Krumpix(not much reason); -2 Downfall(double black won't always happen here); -2 Vine(if not main, than not at all)... ...+3 Negate; +2 Slaughter Games; +1 Revoke Existance...


I like the fact that you use only 2 Jace, since it's -2 ability could cause you to put gates on the bottom & you have only 2 of some of the gates, also no method to shuffle your deck after it happens... ...even tough a source your opponent control could make you shuffle it...

I can see this deck making top-8 even at major tournaments... ;)


You might could help me with this one, since you are also familiar with control decks: http://www.mtgvault.com/poetmasterx/decks/sunwurm-architect/

May be I could also use some Fog &/or Riot?.. ...in the sideboard perhaps?..

-1
Posted 03 February 2014 at 18:33

Permalink