pie chart

Enchanted Maze's end

Standard*

Deklar


Sideboard


After the change over to the new system, I'm forced to go ahead and redesign the Maze's end deck that I have. Having seen the 'enchant' Maze's ends out there, I'm trying my hand at it.

Strategies:

Starting off, the Pacifism's, Arrest, and Agoraphobia allow me to lock down enemies, while the Fog, Druid's Deliverance, and Riot Control hold enemies off in the Early game, allowing me to build up mana for mid- level spells and usage of maze's end.

At mid-game, I should eventually have access to my sphere of safeties, which, combined with the early enchants, gives me the ability to hold off creatures that try to attack me.

Five-alarm Fire allows me to use troops produced by the Akkoan Horse to build up counters by simply defending me from attacks, or when I charge with them. With two on the field, they can even take out hard-hitting opponents, or end the game by simply hitting the opposing player with a pair of 5 damage attacks.

If I'm starting to get taken down by overwhelming odds, A Supreme Verdict will clear them out, giving me time to gather the rest of the maze, or for getting the sphere's out.

Into the Wilds increases how often I can get land out, allowing me to quickly construct the Maze, as well as build up the land I need to hit targets. Unexpected Results also gives me some Land Repletion, as well as a quick cast of a spell that I don't have. It may not be the most reliable, but it definately can help me out of a jam. Finally, Read the bones would give me the ability to card ramp early on, giving me access to my more powerful spells sooner, or simply buy time for the other enchants.

Sideboard:

Dreadbores and their improved version, Heroes Downfall, would allow me to take out opponents using a heavy dose of planeswalkers, or high-value monsters. They would take the place of Read the Bones

Conjured Currency is another method of control I can use to take different permanents from an opposing player. While expensive, it's the only card I'm familiar with that can take a planeswalker while it's on the board. After taking said 'walker, I can use Detention sphere to hold it away, preventing him from using it. Replaces Domestication.

Decks that mill are going to be targets of the Psycic Spiral spell, as well as the Elixir of Immortality artifact. The latter will buy me time to get the former ready to use, as well as act as a spell that can terminate most milling effects.

In case I fight dacks that have self-creature removal, such as Cauldrons, then swapping one of the Akkorn Horses for an Assemble the Legion would still give me the large number of troops for 5-Alarm Fire.

Verses sorcery/instant heavy decks, I'll be using the Syncopate spells to counter most of what he has to cast. Replaces Fog.

In games when I'm with a teammate, I'll be replacing my Unexpected Results with Urban Evolution, since I'll have a little more help in those battles, and having card advantage is a great help.

Considerations:

one-thousand lashes: A good hold card, on par with Arrest, plus it's other specal ability to deal damage each round is nice. Originally passed over due to mana cost.

Paralyzing Grip/Claustrophobia: Makes a creature that is tapped unable to untap is a great control card, though I was planning on Agoraphobia, since I can remove it from a creature when I mind control him. Still, worth considering.

Sinister Affliction: A good card for making high-power creatures risky, especially since fog and the like will block the combat damage, but not the damage done by the enchantment.

Soul Tithe: A good Mana control card, especally if done on high cost creatures that have Agoraphobia on it. Alternatively, it can make a player consider either to keep paying mana for his god/weapon, or let it go to retain his mana.

Conclusions: This Version of the Maze's end deck may be Virtually Creatureless, it does have enough in effects to hold any group of cards up, hopefully long enough to finish the maze.

Thoughts?

Suggestions

Updates Add

Comments

Date added 11 years
Last updated 11 years
Legality

This deck is not Standard legal.

Rarity (main - side)

4 - 0 Mythic Rares

15 - 5 Rares

9 - 6 Uncommons

32 - 4 Commons

Cards 60
Avg. CMC 3.14
Tokens Soldier 1/1 RW, Soldier 1/1 W
Votes
Ignored suggestions
Shared with
Views