Maze's End


Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Custom Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dragon's Maze (DGM) Mythic Rare
Promo Set (000) Rare

Combos Browse all

Maze's End


Maze's End enters the battlefield tapped.

: Add to your mana pool.

, , 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.

Maze's End Discussion

Funkydiscogod on Protean Palace

1 week ago

Looks like a variation on Maze's End : It enters tapped, and can pay 3 to fetch another land. "Doesn't untap for a turn" is basically the same as returning it to your hand when it enters tapped.

Molesto-the-Egregious on flicker time

2 weeks ago

Throw in Maze's End and 10 gates for an alternate wincon if you like.

I've gotten a couple turn 6 victories with my Running the Maze with Golos deck that way.

Kjartan on Dovin Holds the Gate

1 month ago

I would honestly play 4x Plaza of Harmony over 4x Maze's End . Maze's End is slow and not great in multiples.

You seem to be very standard focused, but since you seem to be on a budget, and since you need a lot of gate support, I don't have many suggestions.

I do have Explore and Detention Sphere though.

WarrKing on Esper Magii of Hypnagogia

1 month ago

My forst thought on it is the lands. Guildgates, while being cheap are kindof rough to run. The fact they come in tapped will massively slow you down, and (unless you are going to use Maze's End or a similar card that cares about gates, I would recommend upgrading them. Shock lands are amazing, but expensive. Otherwise look for lands thay either can come in untapped, or lands that give you more options than just mana, to help offset the "comes in tapped" cost, like the scry lands from M20. ( Temple of Silence for example). I have always found that a simple upgrade the the lands in a deck can massively improve the power and speed of it

Ender666666 on How to Lose Friends and Infuriate People.. for $99

1 month ago

Hey Lechero21, thanks for the kind words.

The way this deck works is to simply exist at first, playing lands and ramping out the mana base to support casting Child of Alara as fast as possible.

Once you have accomplished that, you then start strategically sacrificing the angry baby to wipe the board, and recurring it, going in for beats when possible.

If the opportunity presents itself, we can win with Maze's End and our Gate lands.

Another favourite thing I like to do is cast Villainous Wealth for big mana, then recur it with Mystical Tutor to rinse and repeat, building up a random army of good stuff from our opponents' decks.

Anyhow, I hope that helps you to better understand it. Please feel free to ask more questions if you have any.

[email protected]_only on Niv's 59 Dualcolored Hits

1 month ago

I have a similar concept deck - all the tri-color stuff or kickers (+ gate interactions) wrong gate-watch. something you way want to consider - Maze's End lets you fetch gates of any applicable color

Slack3rN3rd on Command with the Gods

1 month ago

@RNR_Gaming the ultimate reason for not running Maze's End is that it creates to slow of a game and it is already a slow deck. My first version of the deck ran it and I would either not get the Maze out in time or only pull tapped lands. If I was trying to run a more budget friendly version I would go back to it. However I do have a 5-color lands deck that does run it.

RNR_Gaming on Command with the Gods

1 month ago

I'm surprised you didn't include a Maze's End package. It's very difficult and satisfying to win with if you're not on Scapeshift .

Load more

Maze's End occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%