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I lost recently to a 5-color stall deck with all 10 gates and Door to Nothingness.
Now he's gonna get a playset of this.
I need to go lie down for a while.
Posted By: SirLibraryEater (4/27/2013 7:29:01 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


For those who think this is strictly worse than Thawing Glaciers: Thawing Glaciers doesn't win you the game.

Obvious point, I know. But considering the sheer number of wins-by-Maze's-End I've witnessed so far, this is not a trivial difference.

This card singlehandedly makes 5-Color Control a thing in a format without Ghost Quarter. You don't have to play multiples of each Gate; nobody has land destruction. And even if you're only playing two colors, 7 of the 10 gates will tap for at least one color of mana you can use, so they're not dead draws. (I think most people forget this and assume most of the Gates will be dead draws.)
Posted By: Salient (5/26/2013 10:30:10 AM)
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0.51.01.52.02.53.03.54.04.55.0

 


I love how they were like "Oh, it's a mythic, but we'll put it in the land slot so if you pull one, you don't feel too bad."
Posted By: Megadog (10/22/2013 7:39:32 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


Don't forget Amulet of vigor, explore, and Urban evolution in your Maze's End decks!
Posted By: RAV0004 (4/24/2013 2:40:09 AM)
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Actually works surprisingly well with two important pieces: Sakura-Tribe Scout and Amulet of Vigor.
Posted By: count_dorku (4/25/2013 3:26:51 PM)
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0.51.01.52.02.53.03.54.04.55.0

 


This card can be a win condition, sure, but has anyone considered using it as simply a slower thawing glaciers? I mean, a land that tutors lands from your library to the battlefield is kind of cool. Of course, adding a bunch of "come into play tapped lands" is a hefty penalty, but card advantage from a land deserves a second glance.

Also, cards like Hold the Gates and Crackling Perimeter are all of a sudden no joke. 5/9 vigilance Thragtusk producing a 3/9 vigilance token upon death? Tap a land = deal 1 damage to each opponent? These pack some serious bang for the buck.

@Mode: Well Eye of Ugin was actually the first Mythic Rare land. Apparently mythic rare lands like to tutor block thematic stuff.
Posted By: TheChort (5/11/2013 1:49:54 AM)
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Animate with Skargg Guildmage/Hydroform and copy with Progenitor Mimic: you now have a fresh Maze's End token each turn, ready to fetch a gate in addition to whatever land you play as normal. Should let you meet the win con a turn or three earlier (the mimic can also bounce itself with the fetch ability if necessary).
Might need to animate it each turn for the ability to trigger, not sure wheter "isn't a token" is sufficient or if "if this creature" can also cause it to fail.

Other than that, there's Gatecreeper (another good one to mimic for this) tag teaming with Axebane Guardian to both fetch & finance your gate running. Urban Evolution is also nice.
Posted By: IncoherentEssay (4/24/2013 1:01:46 AM)
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Hydroform + Progenitor Mimic = Maximum Lol's
Posted By: FlipFlopWerewolf (6/22/2013 9:33:21 PM)
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Aside Catecreeper Vine, how about Scapeshift? It allows you to run lands that come into play untapped and search for whatever Gates you're missing, or for Maze's End itself.
Posted By: Tapsa (11/21/2013 3:15:37 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 


>animate land on your simic guildgate
>sakashima the impostor
>you now have a gate named sakashima
Posted By: limitededition (5/13/2014 11:32:00 AM)
Rating: 
0.51.01.52.02.53.03.54.04.55.0

 




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