Foggy Maze

by zer0dotcom on 03 May 2013

Main Deck (60 cards)

Sideboard (1 card)

Artifacts (1)

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Deck Description

A cheap, experiential deck using Maze's End as your win con.

How to Play

Much like Turbo og, the idea is to use Walls to defend yourself and win either via Maze's End or DTN.

The deck runs slower with all lands entering tapped, so the Greenside watchers are key to help untap them ASAP. Gatecreeper helps tutor them out, and having Species gorger to bounce gatecreeper quickly adds the gates you need. Urban Evolution adds cards to hand and helps you drop more lands per turn to get the 10 different gates in play.

Since it runs slow, the defenders had to be low cost, and the gatekeepers needed to be in to help load up on Life. In a pinch, they can also bounce with Species gorger to repeat lifegain.

I've kept it basic for the damage prevention, Fog and Druid's deliverance, with Terrifying presence to help with removal. I avoided Moonmist as Werewolves are still a thing in my region, and the new one from Gatecrash that only allows +1/+1 counter creatures isn't effect enough.

You need a lot of patience with it, but it can be fun to run!

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

0123026

Card Legality

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

Deck discussion for Foggy Maze

three words, Hold The Gates, necessary.

0
Posted 03 May 2013 at 04:37

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