It wouldn't be able to be especially competitive, because it would be hard to interact with combo much faster decks like Tron, Scapeshift, and Splinter Twin. This doesn't mean it's not worth looking into. If you were to do it, it'd probably be a turbo fog deck, it'd run Fog effects like Pollen Lullaby along with counter spells like Dissipate to stall the game until you could win with Maze's End. For card advantage, Howling Mine and Font of Mythos could work. An alternate win condition would be something like a late game White Sun's Zenith. Good luck, I'll be keeping tabs on this thread, I've wanted to play Modern Maze's End for a while now, but I haven't had the energy to put together a list.
Probably would have to go green/blue and play some type of counter suite like remand and condescend
I could see it working but could also see people saying just play the amulet of vigor karoo land deck instead as its more explosive. you'd have to play blue because, more importantly than land destruction is blood moon in the format. Blue would also get you trinket mage to fetch the amulet. instead of fog effects though I would be playing stuff like wall of blossoms and wall of roots
You'd also want cards like skyshroud ranger and sakura-tribe scout and scapeshift
Yeah my idea was to run a turbo fog show list, and blue/been were the main colors in mind.
I was also think about cards like privileged position to help protect against land destruction and maybe even a chromatic lantern to prevent against blood moon effects.
Was also thinking about crucible of worlds + ghost quarter for some land destruction of my own that could reoccur.
But I'll probably throw a rough list together later on and post on here
Its so, so, so very slow. And only one way to really attack. Maze's End really only enables a much worse Omnidoor Thragfire deck, and that worked well in standard but isn't really positioned to do anything in modern.
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I think that you need to run 2 copies of each of the gates and 4 maze's end to not get screwed by ghost Quarter. You could use crackling permiter as an alternate win condition if all else goes wrong and I think you could build a tier 1 Maze's End deck for Modern
What about 4x Countryside Crusher and 4x Life from the Loam? Then you'd be able to put lands you need in the graveyard, giving you board presence with the Crusher, and get them back with Loam. That seems like a better plan than just fogging, although the deck is still super weak to direct damage.
Hey guys, this seems to be an old thread but I thought I'd add my two cents. I played mazes end in standard and thought it was fun, so now I am thinking of it in modern. This seems to be a promising deck idea since the opponent can not interact with our ability to look up the gates and win. There are a couple ways you can go with it. You seem to be discussing the turbo fog version a lot, but I also think there could be some sort of prison type aspect to it where you spend early turns locking your opponent out of doing anything, then you slowly kill them by getting the guild gates.
We also don't need to run two of each guild gate. We can play crucible of worlds and life of the loam to play around our gates being destroyed. This will open ten more slots for us to have faster and more reliable mana with fetch and dual lands. This will counteract the decks natural weakness which is its slow tempo by having every land come into play tapped. This will speed up the deck without having to rely on a card like amulet of vigor. Plus, we'll have some slots for basic lands so we don't get blown out by blood moon. Other land destruction can be negated by the loams and crucibles. If they have crumble to dust or sowing salt to exile our lands, then we try to win with crackling perimeter.
Scapeshift seems like it could be spicy in our deck too...
Has anyone tried a prison version with only one copy of each guild gate like I described? Does anyone play this at their fnm? Any results or testing that we can share? I'm really interested in hearing people's developments with this deck idea.
I'm still brewing this in my head and maybe I'll try to proxy it and play test it before I invest in it, but I'll keep updating in case someone is actually interested in this thread.
I have brainstormed a very rough main deck. I'll post it here and explain why I made each choice that I did. I really do want to hear feedback from anyone reading this, as I am no expert in modern. So I don't know if this deck just totally loses to some of the main archetypes or not. And I am not familiar with the best sideboard cards. But anyways, here goes, the GW Modern Maze's End
Main Engine - Like I said, I didn't just want to go the turbo fog rout with like 24 fog effects and just sit there for 10 turns and win. We lose to a lot of things like burn, counter spells. We just don't interact with our opponents at all and have a super slow kill. Only the fastest/best combos can worry about not affecting their opponents. So I was looking for other engines to quickly get lands onto the battlefield and I eventually thought of Knight of the Reliquary. Just by tapping him and not three other mana, we can get another gate on the field. Plus Scapeshift can do the same thing but a lot more at one time. And since we are destroying so many lands with our search effects, we need a way to recycle them, so here comes Life from the Loam and Crucible of Worlds. Loam also plays another important role explained later on. This is a much faster engine than just fogging and activating Maze's End once a turn. With this engine, We can Scapeshift about three or four gates into play, activate Knight on the opponent's turn, activate Knight on our turn and then activate Maze. All in the span of two turns, we got six-ish gates.
Manabase - obviously we need Maze's End and 1 of each gate, so there is not much room for other lands. With reliance on Knight, we need a lot Plains and Forests, so I just figured we should only be using those, so that everything could be used by the Knight. We only need 2 Maze's End and 1 of each guildgate since any main deck land destruction is negated by the Loams and Crucibles. We just have to make sure the first land that we get with the Knight is actually Maze's End, before the Knight is killed.
Prison - Ghostly Prison and Ensnaring Bridge are obvious against aggro and stopping creatures. It also works against Twin too! And against burn or other non-creature damage, we have Peace of Mind to gain life. I listed this under the Prison section because prior to combat, we can ditch our hand to gain a bunch of life which makes the Ensnaring Bridges better. The Loams will help recover three lands which we can just ditch again for a ton of life and improve our Bridge.
Fogs - I threw in 8 of the cheapest, best fogs for combat damage, but these might be flexible. If the Prison aspect of the deck is strong enough, I can see this number reducing down to 6. Also, the white pact Intervention Pact is worth a look.
Removal - Beast Within is so versatile. Plus hopefully a 3/3 will be blocked by a bridge or cancelled out by the Peace o fMind + Loam life gain.
EDIT 3: A little bit more thinking about it and now I am thinking that the fogs are unnecessary. I know that there is a UW Enduring Ideal Deck that uses prisons to shut down the opponent then casts Enduring Ideal to go find Phyrexian Unlife and Form of the Dragon to stay alive indefinitely and win the game. I feel like a GW prison deck should work the same way, but instead of trying to land Enduring Ideal late in the game (which is vulnerable to counters and costs 7 mana) just try to Scapeshift and Knight of the Reliquary your way to a faster win. So we could take out those 8 fogs and put in more prison style effects.
EDIT 4: Here is my rough idea on how to build a prison style deck which locks out the opponent, and then tries to win via Maze's End. I tried to copy the core prison aspect of this build from the thread on the WU Enduring Ideal deck, although I couldn't include as much since my main engine include 13 cards.
Here is a version that I have come up with. I have taken this deck on as a new project to expand my magic iq. Meaning that I want to try and make the best version of this deck possible, main goal for this is to go 4-0 at an fnm. Any criticism would be appreciated.
4 x Fog
4 x Holy Day
4 x Dawn Charm
4 x Batwing Brume
1 x Boros Guildgate
2 x Azorius Guildgate
2 x Selesnya Guildgate
1 x Golgari Guildgate
1 x Gruul Guildgate
2 x Plains
4 x Maze's End
3 x Forest
1 x Island
2 x Simic Guildgate
2 x Izzet Guildgate
1 x Orzhov Guildgate
1 x Dimir Guildgate
1 x Rakdos Guildgate
1 x Elspeth, Sun's Champion
3 x Azusa, Lost but Seeking
1 x Thing in the Ice
4 x Sakura-Tribe Scout
4 x Amulet of Vigor
4 x Explore
3 x Ancient Stirrings
1 x Pulse of Murasa
2 x Supreme Verdict
2 x Abrupt Decay
2 x Negate
1 x Crackling Perimeter
2 x Ashes of the Abhorrent
1 x Engineered Explosives
2 x Kor Firewalker
2 x Tireless Tracker
So basically I have 2 flex slots atm, but even if the deck is mainly RG we have 5 color lands so basically you could add in anything, also for the sideboard. but maybe you want to have a basic forest to kill blood moon and be able to cast Sakura-Tribe scout and Life from the loam or nature's claim and splendid reclamation when blood moon hits the field.
4 Nature's claim main are for the situation when you can't play lands and need to destroy your own Aggressive mining and also gain 4 life
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Be carefull, you NEED to get into consideration maindeck bloodmoons or other. Or you maindeck enchantment removal, or you get an alternative wincon.
By the way, the fog version of this deck will never work against real-Tron, jund, burn nor storm.
Tron-jund : they can wait and ultimate their planeswalker (lili to destroy your lands, karn to reset the game
Burn : just topdecking lava spikes will do
Storm : need a picture ?
As such, Heskatet's list seems the closest one to something possible.
A tweak I'd do still : remove the doubles of gates and add some basic forests (5-6) -> stops blood moon, and allows to get lands from pte, ghost quarter or field of ruins (which is getting some play nowadays).
The combo aggressive mining+Skyshroud ranger is very nice, by the way.
first of all I didn't play the deck yet, but I think it has potential and I want to try it out as soon as I have enough time for it.
@Oimat: thanks for your opinion, but i don't like to take out the double gates, because double gates means you have more chances to get 10 gates with different names, also for splendid reclamation.
I could cut a Ramunap Excavator, for another forest, You are right with all the ghost quarter and land destruction stuff, so another basic land to fight Blood moon should be in, to be able to cast Nature's claim when you need it. But aside from that you only need G to cast most of your stuff I don't think it is neccessary to play more basic forests, also when blood moon hits the field, you can still use your molten vortex to the fullest. and need to beat down additionally with Ramunap excavator. maybe there is a cheap creature with a good landfall (similar to Rampaging baloths)ability as another win condition, but maybe that may not be neccessary.
The main problem for a Maze's end deck is that there is only one card in the whole magic (Maze's End) that really cares about gates. The only other one that is interesting is Gatecreeper Vine. So doing a *****ty manabase for 2 cards only seems hard :\