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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.
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.
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Not bad. It looks fun to play.
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its just a revamped turbo fog , i guess it works just doesnt seem fun to me .
now that revamp looks great ...not relying on fog but stall with creatures , now thats a challenage
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!
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.
Check out my version and tell me what you think!http://www.mtgvault.com/ahelmer/decks/mazes-end/
Looks fun, if you want to replace main cards with side board what will be your choices ?
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.
Not a great idea when running field wipes.
You're just asking too much of the deck to be able to consistently cast a 1WWU spell on turn 4 every aggro matchup.
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.
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.
Woops, didn't think about the gates hahaha besides that, my point still stands lol
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.
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.
This is mazes end, are there any unimportant gates haha? More appropriate gates makes sense though, but just as much as basic lands imo
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Cards like Defend the hearth, Druid's Deliverance seem like they would find a good home in this deck, even ashiok seems good here
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.
Id mainboard the dreadbores.
amulet of vigor?
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.
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http://www.mtgvault.com/xxxeleshnornxxx/decks/instant-win-land-deck/
courser of kruphix?
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?
you'll need it on the field since it has the wincon on it
ahh ok, thanks
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.
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)
How will you remove your opponents detention sphere when they play theirs?
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.
Urban Burgeoning works well in Maze decks in my experience. Bring out your planeswalkers on your turn, then play fog on their turn.
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?..