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Win with Maze's End by repeatedly flickering Golos, Tireless Pilgrim with cards like Ghostly Flicker and Soulherder or popping Scapeshift to grab 10 Guildgates. As soon as you have Maze's End + 3 mana on the board, the game is essentially on a 10-turn clock for your opponents.

Keep in mind you only need 9 gates + Maze's End on the board to complete the combo. Activating Maze's End causes you to draw/play the 10th gate before the win clause resolves.

Approach of the Second Sun is my preferred secondary win condition, but Revel in Riches and Door to Nothingness are viable alternatives (and coalition victory if your playgroup likes quick games lol).

With tutors, mana multiplicators, or draw effects, it can be very easy to dig for Approach the second time, or even activate it with Golos' ability.

The OG Dual lands are all proxy cards (marked as Chinese). I am not made of money like that.

Suggestions

Updates Add

temple garden out --> all suns' dawn in

stomping ground out --> haze of pollen in

breeding pool out --> city of brass in

overgrown tomb out --> lull in

Comments

97% Casual

Competitive

Date added 5 years
Last updated 4 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

7 - 4 Mythic Rares

45 - 7 Rares

15 - 5 Uncommons

25 - 1 Commons

Cards 100
Avg. CMC 3.46
Tokens Beast 3/3 G, Beast 4/4 G, Bird 1/1 W, Copy Clone, Dragon 2/2 R, Dragon Egg 0/2 R, Elemental X/X G, Marit Lage, Plant 0/1 G, Treasure, Zombie 2/2 B
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