Decklist last updated: 08/04/2019

Description last updated: 05/08/2019

Power Level: 5-7/10 (Depending on the playgroup)

This is a more casual take on a Child of Alara lands deck, and its primary win condition is Maze's End . As a result, our mana base ends up being fairly budget since we include all ten of the Ravnican guildgates. That being said, this deck is incredibly fun to play and is relatively hard to disrupt given that most of its most powerful effects come in the form of lands.

So, like it is stated above, we almost always win with Maze's End , and we want to race out all of our guildgates as soon as possible. Cards like Hour of Promise , Expedition Map , Sylvan Scrying , Tempt with Discovery , Ulvenwald Hydra , Pir's Whim , Realms Uncharted , Crop Rotation , and of course Maze's End itself all let us tutor for guildgates and help contribute towards our win. The first land tutor you perform probably wants to fetch either Maze's End or Maze of Ith , depending on whether or not the current game is creature heavy.

A lot of the power of this deck comes from ramping out as many lands as possible, so we implement Rites of Flourishing , Into the Wilds , The Gitrog Frog, Burgeoning , Growth Spiral , Mina and Denn, Wildborn , and Kynaios and Tiro of Meletis to dump additional lands onto the field. Amulet of Vigor also helps us not fall too far behind from all of the tap lands that we naturally run in the form of guildgates.

Inevitably, our opponents will try to destroy our beautiful guildgates. To counteract this unwarranted aggression, we have cards like Petrified Field , Lord Windgrace , Splendid Reclamation , Crucible of Worlds , Ramunap Excavator , and Regrowth to retrieve our lands in the graveyard. If a land gets exiled, via a card like Worldbreaker, we have Riftsweeper as a failsafe. We can also intercept removal before it resolves by using Trade Routes , Tomik, Distinguished Advokist , or Mina and Denn, Wildborn 's abilities to bounce the targeted land to our hand.

Since we are light on creatures, Propaganda , Ghostly Prison , Maze of Ith , Tower of the Magistrate , and Glacial Chasm all discourage aggression against us. Politics also play in here since it shouldn't be that hard to convince your opponent's that the Maze's End deck is not the most threatening presence in the game while you assemble your guildgates in the background. If this fails to work, remember you always have a board wipe in your command zone in the form of Child of Alara that you can sacrifice to High Market to reset the game.

If the guildgate plan gets iced by your opponents, then there are other ways to win. Mainly in the form of Omnath, Locus of Rage , Avenger of Zendikar , Prismatic Omen + Last Stand , and Rampaging Baloths . I have won a game with these cards many times, so don't lose hope if Maze's End can't carry you to victory.

Keep in mind another land combo in this deck are Cabal Coffers with Prismatic Omen or Urborg, Tomb of Yawgmoth to get an absurd amount of black mana. We can then sink it all into Torment of Hailfire to quickly close out the game, into Legacy Weapon to hose our opponent's boards.

I really enjoy this deck and I hope you will as well. I would love for you to comment any suggestions you may have, and I intend to improve this deck as I come across better cards through trade or purchase.

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51% Casual

49% Competitive

Date added 1 year
Last updated 5 days
Legality

This deck is Commander / EDH legal.

Cards 100
Avg. CMC 3.35
Tokens 3/3 Beast, 1/1 Spirit, 1/1 Elemental, 2/2 Cat Warrior, 2/2 Zombie, 1/1 Saproling, 20/20 Avatar, 1/1 Bird
Folders Interesting Ideas, Interesting builds, Liked Decks
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