This Maze's End deck is a flavorful, land-centric control strategy that seeks to win by assembling all ten guildgates and activating Maze's End to win the game. It's also a budget deck and I grabbed this list from Saffron Olive. The deck uses ramp spells like Circuitous Route, Titania's Command, and Spelunking to accelerate mana and fetch gates, ensuring steady progression toward the victory condition. Control elements like Get Lost, Day of Judgment, and Split Up keep opposing creatures in check, buying time to set up the gate network. Utility cards such as Mazemind Tome provide card selection and life gain. The Sideboard bolsters the deck against specific threats, featuring cards like Rest in Peace for graveyard strategies and Negate for non-creature spells. With its balance of ramp, removal, and inevitability, the deck is both strategic and satisfying to pilot.
Enjoy, here's the list!
Maze's End | FDN Standard | Saffron Olive
- Creatures (4)
- 4 Clifftop Lookout
- Instants (4)
- 4 Get Lost
- Sorceries (13)
- 2 Split Up
- 3 Titania's Command
- 4 Circuitous Route
- 4 Day of Judgment
- Enchantments (8)
- 4 Omenpath Journey
- 4 Spelunking
- Artifacts (4)
- 4 Mazemind Tome
- Lands (27)
- 3 Forest
- 2 Plains
- 1 Azorius Guildgate
- 1 Boros Guildgate
- 1 Dimir Guildgate
- 1 Izzet Guildgate
- 1 Orzhov Guildgate
- 1 Rakdos Guildgate
- 2 Brushland
- 2 Golgari Guildgate
- 2 Gruul Guildgate
- 2 Selesnya Guildgate
- 2 Simic Guildgate
- 2 Thran Portal
- 4 Maze's End
- Sideboard (15)
- 2 Negate
- 2 Rest in Peace
- 3 Elspeth's Smite
- 1 Negate
- 2 Archway Angel
- 2 Conduit of Worlds
- 2 Pawpatch Formation
- 1 Split Up
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Until next time!
Ali Aintrazi
Follow me @AliEldrazi