Sideboard

Enchantment (4)

Artifact (2)

Sorcery (3)

Instant (4)

Creature (2)


Maybeboard

Instant (1)


So this was a version of Modern Maze's End that occured to me, so I thought I'd try to throw together a list and see how it looked, the wincon is of course Maze's End, the original/core idea was to pair it with Gifts Ungiven/Realms Uncharted and Splendid Reclamation as a faster and more reliable method to reach our ten gates.

So, what else did I cram in here to try and get this to work?

Well the first thing I looked for would be some way to fill our bin with lands, including the lands in our hand, as the guildgates are to slow to play out on curve, I went with the Life from the Loam + Raven's Crime combo, Life from the Loam helps us mill, helps us hit land drops and helps us cast Raven's Crime multiple times easily.

Raven's Crime fits nicely as it turns the dead gates in our hand into a discard effect, provided Raven's Crime doesn't get exiled it also helps us push through counterspells and disruption by shredding the opponent's hand. Plus it means we can search out 4 of our 10 gates with Realms Uncharted and Gifts Ungiven and still get those two from our hand into our bin, for value as well!

My next thought was "Well, what if our Splendid Reclamations all hit the graveyard? We'll need some way to recur them." So that lead to the inclusion of a playset of Snapcaster Mage, which allows us to use any Splendid Reclamations that we inadvertently mill, but we can also use it in conjunction with our Realms Uncharted or Gifts Ungiven to dig even more gates out or even our Maze's End at this point to help us win.And just in case we don't get a Snapcaster Mage in hand either we're running 2 Mystic Retrieval because even if we mill them we can still cast them from the bin to get our combo pieces back, they're a little slower than our Snapcaster Mages but they are a little bit of extra protection that we could use.

So what did I use to fill the rest of the slots?We're running a playset of Courser of Kruphix because for three mana we're gaining life to give us a longer clock, taking lands off the top of our library so we draw more gas, and sticking a 2/4 down to slow down the beating that our face is probably taking; all things we could use in this deck.We're running a playset of Rites of Flourishing, this is pretty simple we care about our land drops more than our opponent and we like drawing two cards a turn.As we're not relying on creatures very heavily other than to impede our opponents creatures we're running three Damnations, we're already heavily in black so this boardwipe makes the most sense, if we were more in red then we'd be using Anger of the Gods but that double red is hard to hit so the'll stay in the sideboard for when we really need them.Lastly we have the card I'm sold on the least, two copies of Amulet of Vigor in the main deck, in our opening hand these can speed our draws up by letting us play gates on curve, or costing us less life to our shocks, later in the game these untap all the lands that we return with Splendid Reclamation, which means we can activate our Maze's End straight away or just have access to more mana.

This is definitely the part I had most trouble with but I just went with some generic protection for our combos and some disruption for our opponent's stuff

2x Pithing Needle - This got included because it answers a whole host of things that we would otherwise be unable to interact with, it's our only answer to planeswalkers amongst other things.

2x Saruli Gatekeepers - Not sure about this one but if we survive long enough to play it against aggro we're going to gain 7 life while sticking a 2/4 blocker in their way, 2 power being enough to eat a lot of aggro creatures and 4 toughness surviving Lightning Bolt and most of their creatures

2x Leyline of the Void - Gets rid of our opponent's graveyard while leaving ours untouched, stops opponents Snapcaster Mages, goes a ways to slow down storm, especially the lists running their own Gifts Ungiven and might go some way to slowing down an enemy Tarmogoyf

2x Sacred Ground - Helps us fight through Fulminator Mages and any other land hate we might be playing into, not sure if this works better or worse than Terra Eternal, pros: its one mana cheaper and is asymmetrical; cons: is more vulnerable to graveyard hate, something which our deck is already quite vulnerable to.

2x Dispel - A one mana answer to counterspells, by waiting one more turn to combo we can be much safer against instant speed disruption from our opponents.

2x Krosan Grip - An answer to our opponent's nasty artifacts and enchantments that is practically unstoppable.

3x Anger of the Gods - For only three mana we can wipe an awful lot of creatures off the board whilst exiling them to prevent recursion, our Courser of Kruphixes live through this, we don't care about our Snapcaster Mages dying to it, if they're on the field they've already done their job or we badly need to slow down our opponent, later in the game we can also use said Snapcaster Mage to cast this again!

So that's the deck, I hope you enjoyed reading this or, at the very least, were mildly interested by the deck, the maybeboard is used for cards that might make the cut over some of the sideboard or maybe even some of the mainboard. Thanks for reading!

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Date added 7 years
Last updated 7 years
Splash colors WR
Legality

This deck is Modern legal.

Rarity (main - side)

6 - 0 Mythic Rares

39 - 9 Rares

2 - 2 Uncommons

13 - 4 Commons

Cards 60
Avg. CMC 2.86
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