Maze's End

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Maze's End

Land

Maze's End enters the battlefield tapped.

: Add .

, , Return Maze's End to its owner's hand: Search your library for a Gate card, put it onto the battlefield, then shuffle your library. If you control ten or more Gates with different names, you win the game.

eliakimras on Go-Shintai - Shrines, Gods & Gates [Primer]

3 months ago

So... You have the Gates win condition (Maze's End) and all the Shrines... May I suggest The World Tree to win with Gods aswell?

DemisRS on Esika Ad Nauseam Gate Win

4 months ago

Correct me if i'm wrong, but you must have 7 free mana at the moment you decide to play Ad Nauseam: for Ad Nauseam itself; for Amulet of Vigor; for Manabond. The for Maze's End activation you may get from the lands you just put into play with Manabond. Right?

SufferFromEDHD on Esika Ad Nauseam Gate Win

4 months ago

Filler? Crop Rotation is a better tutor than Grim Tutor in this list. The sole purpose of this deck is to find Maze's End. For 1 green mana it's in play ready to go.

Chalice of the Void and Engineered Explosives are the stax/control cards that "fit" your strategy. Cost 0 and answer problems that this fragile glass cannon will encounter.

Pact of Negation is in this list to protect Ad Nauseam. This deck folds to Meddling Mage/Nevermore type effects. This is why I suggested Slaughter Pact. Costs 0 and solves inevitable problems you will encounter. I saw you added the Channel removal lands for this reason.

Renzisherekiddo on Liesa Attempted CEDH - Stax

4 months ago

Bob_Spaghet thank you for the suggestion! In a normal deck meant for casual I might put it in, however in CEDH, it's vital that I'm there to interact with win the game effects since I don't believe Teferi's protection will stop you from losing the game.

Not to mention any stax effects I had would not exist, and free up opponents to catch a w. I think angels grace is a better card for protection against people's winning the game effects since there's Thassa's Oracle or even Maze's End

Voodoo_Gremlin on Jodah Legendary Tribal

6 months ago

May as well go all in and add Maze's End, you're playing all the relevant gates.

Phule451 on 5c Saga tribal

7 months ago

Sorry to be the be area of bad news, but unfortunately the land side of double side cards is not the one that counts toward card type so Bala Ged Sanctuary  Flip is technically an instant card, not a land card. Speaking of lands, I know you’re building on a budget, but you can do better than thrive lands and life lands. A great budget way to do this would be going with gates now that cards like Baldur's Gate and Gond Gate make gates much better and the rest of the new gates are pretty much thrive lands but with gate synergies. Splurge on Maze's End and you even have an alternate wincon. Throw in Crackling Perimeter and Guild Summit and you’ll really be rolling. Also, a few basic lands are a good idea just in case someone uses Path to Exile or a similar effect on you it’s not wasted.

I totally get building on a budget, but there are ways to do so and retain playability.

Delphen7 on Deck Crisis

7 months ago

I've got 3 suggestions that hit different niches.

First is Rograkh, Son of Rohgahh with Ardenn, Intrepid Archaeologist. Colossus Hammer hits really hard when it comes down turn 2 :D. The deck is combat based, and plays similarly most games. Most equipment cards are really cheap, so you can cherrypick the equipment you want in the deck.

Second is a Codie, Vociferous Codex combo list. The deck runs ~60 Dragon's Approach, Tibalt's Trickery, Reshape the Earth and all the Gate lands. The idea is to spin into Reshape the Earth, get 9 Gates and Maze's End and win the next turn. This is the most competitive of the 3, but the deck plays exactly the same every game; there is almost 0 variance.

Third is my personal favorite. Sasaya, Orochi Ascendant  Flip. Search for a bunch on lands into hand, flip Sasaya, then go wild with big X spells and massive creatures. Deck plays similarly every game in the beginning, but then has lots of unique options lategame.

Cowmmunist on I'm the reason people hate Child of Alara

7 months ago

Tazzadar I absolutely love Underworld Breach, but I am not really sure just how good it is in this deck? it's value is in that it's usually the engine for storming off after you've blown through all your gas. I think to make this as an inclusion I would have to rework the gameplan, because currently I'm still ripping Maze's End and swinging for commander damage.

But if you are in a graveyard focused deck that slings a lot of spells, I think Underworld Breach is an incredible card even if you don't use it to immediately win the game. It's great for maybe recovering after a board wipe, or as a late game "I'm still in this" card when it really comes down to it. It presents an incredible advantage, but only for 1 turn so you have to make it count!

Gond Gate I have thought about this card a lot, it still doesn't hit Maze's End but for all of our gates it's actually incredible. It's in my pile of maybe, and I've been looking at adjusting some slots maybe soon.

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