Description

First iteration of my own Maze's End deck! Many of the people in my playgroup have wanted to make this one for a long time now, and I thought I'd take the plunge and do it myself first.

Quick explanation of the deck: This deck is focused on land ramp. But you're not ramping into playing big creatures, spells or enchantments and artifacts. You're ramping your guildgates out for the sake of playing your Maze's End or your Door to Nothingness. Your ramp assuming you get anything close to a decent draw should put you in sight of victory a few turns before your opponents have anything much to offer. and since it's land, no one will be countering you playing your winning card, Maze's End.

This deck also includes a great deal of draw, discard, graveyard recovery and deck cycling. All for the sake of making sure that no one can throw a spanner easily in the works to stop you.

I will also say that Slaughter Games is a personal choice for my playgroup. I play with two regular people who run Shadowborn Apostle and Relentless Rats decks, making that card worth it's weight in gold for me, but easily replaceable for you for something more valuable.

Updates

Comments

lucal13 says... #1

Hiya!

Howling Mine for more draw, and Skyshroud Ranger for more lands per turn.

It seems to me that your a little lacking in removal. Might I suggest Damnation, Wrath of God, and Supreme Verdict. Just seems like keeping your opponents down is just as important as getting out you lands. With only seven creatures it might even be worth adding some pillow fort cards in there as well such as Propaganda, No Mercy, Collective Restraint and Ghostly Prison.

Hope it helped! :D

July 24, 2016 12:03 a.m.

SaltySpecula says... #2

Thanks lucal13 for the suggestions!

What would you suggest taking out in their stead?

July 24, 2016 12:15 a.m.

lucal13 says... #3

Hiya again!

I'm just gonna make a few suggests that I would probably do. I'll explain my reasoning with what I see and if you disagree please say, I don't want to alter the idea of the deck too much!

Cards that I'd remove:

  • A few counter spells in place of the board wipe/pillow fort spells. Although your opponents will get more stuff on board you will be able to use mass removal for everyone rather than counter just one spell.

  • Thought Vessel and Sol Ring both don't really fit into the decks main idea imo and although they are good, they can be replaced with more effective cards

  • Elixir of Immortality, Feldon's Cane, and Thran Foundry also seem a little out of place to me, especially with Crucible of Worlds.

I'm glad i could help! :D

July 24, 2016 12:37 a.m.

SaltySpecula says... #4

My play group typically runs a lot of counters, milling, return to hand and destroy target cards, hence why they're in there as backup.

July 24, 2016 1:01 a.m.

lucal13 says... #5

Makes sense then, you might even want to add Kozilek, Butcher of Truth seeing as you'll probably have enough mana too cast him if he does end up in your hand!

July 24, 2016 1:04 a.m.

SaltySpecula says... #6

Good point! Thanks. :)

July 24, 2016 1:22 a.m.

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Compare to inventory
Date added 1 year
Last updated 6 months
Legality

This deck is Commander / EDH legal.

Cards 101
Avg. CMC 2.83
Tokens 1/1 Elemental, Kiora, 8/8 Octopus, 4/4 Elemental, 3/3 Frog Lizard, 3/3 Ape, 9/9 Kraken
Views 340

Revision 6 (6 months ago)

+1 Child of Alara main
+1 Equinox maybe

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