So...first deck of mine on TappedOut. Yay!

So. This deck is a Maze's End deck. I noticed that it is a mostly underrated card that is used mostly as an alternate win condition. So I made a deck with cards like Summer Bloom and Expedition Map to help get one of the four Maze's Ends in the deck and play more lands each turn. Use the cards that get you lands ONLY for Maze's End. With it, you can pay mana to bounce Maze's End and get a Guildgate out. With those Guildgates, your Gatekeepers cycle can be used to enhance your creatures and take over the playing field even more!

Your goal is to either win via a Maze's End, or just overrun the opponent with tokens (enforced with Growing Numbers) or use the Maze Creatures cycle (Maze Glider, abomination, rusher, etc.) to boost your 20 multicolored creatures and overrun your opponents. This deck combines the best things of all ten guilds, but the Selesnyans are the best. They both boost and populate your tokens summoned by many other creatures! Those are the two main ways to win, but if you are evenly matched your Dimiri cards can mill them a little to get you to win the game if all else fails.

Pesky little creatures that are unblockable or other annoying stuff (like chump blockers) can be removed with a nice Runner's Bane. You can also use creatures buffed by Simic creatures to overpower theirs. Although the deck only has 3 real flyers, Maze Glider can be used to give your stronger Guild creatures an advantage. And a Runner's Bane can take out cards like Mist Intruder too. Of course, Jace can also get you those cards via card-draw.

Now obviously, this deck does have some weaknesses like any other deck. Although it can look unbeatable to many players, other decks made to counter this one can work quite well. All flier decks are tough to kill unless they use Unleash a ton. Ironically, other Maze's End decks can also prove a threat. Massive land-removal decks are your worst fear. To counter that, maybe put in one or more Crucible of Worlds. Luckily, mill decks don't really work (cuz its EIGHTY CARDS), unless even the lands mill you. But if they are all about the milling and basically no defense, you win pretty quickly and they still don't mill you to death, actually. Also, if you somehow get stupid unlucky, Jace can basically stop the mill and get you a hand as well, in addition to bouncing their miller creatures. So mill doesn't work at all.

Concluding my essay of a description [:P], this deck is pretty easy to buy, too. All I had were six of the guildgates, one Maze's End, and a shimmering grotto at first, but I was able to buy the remaining cards for barely even $14 on TCGplayer. Excluding the Crucible of Worlds, of course.

Get ready to pound your enemies with this simple-looking deck that can turn into an intimidating moster!!

(But please note that I haven't checked for the legality of any of these cards in Vintage. If you can find out which ones are illegal, I'll put their alternatives into the Aquireboard. Summer Bloom is banned in Modern I know, so when I find a good alternative I'll set it up in the Aquireboard. I'll put banned cards into the Maybeboard.)

Feel free to suggest changes and alternatives for cards!

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Date added 8 years
Last updated 8 years
Legality

This deck is Vintage legal.

Rarity (main - side)

5 - 0 Mythic Rares

11 - 0 Rares

20 - 0 Uncommons

39 - 0 Commons

Cards 80
Avg. CMC 3.27
Tokens Centaur 3/3 G, Knight 2/2 W w/ Vigilance, Saproling 1/1 G, Soldier 1/1 RW, Spirit 1/1 WB
Folders Modern
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