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Magic: The Gathering Card Comments Archive

Maze's End

Multiverse ID: 369038

Maze's End

Comments (68)

martianshark
★★★☆☆ (3.8/5.0) (4 votes)
Incredibly flavorful way to win. Not very practical though; Door to Nothingness would probably be easier.
Bluehero
★★★☆☆ (3.3/5.0) (3 votes)
I like this card in concept, but I wish it did a little more, like maybe not entering the battlefield tapped itself or allowing you to win without using its second ability. As it stands I feel like it's just sort of another of those really hard to pull of alt-wins.

I imagine this is because it's a land, but given that you have to build your entire deck around it to pull it off, I think it could have been made a bit better, especially since it's the prerelease promo.
Doom_Lich
★★★☆☆ (3.8/5.0) (9 votes)
Everyone reads the win clause and yells "Sucks". I see the thinly veiled Thawing Glaciers parallel and just smile back at them. Cards are more than just their splashiest aspect.
Leuitikos
★☆☆☆☆ (1.3/5.0) (3 votes)
We finally get a mythic rare land again... and it sucks. *sigh*
ChttrBox88
★★★★☆ (4.6/5.0) (6 votes)
The real power of this card is that it tutors for lands as a land with no card disadvantage to yourself. Seems good in commander.
Nucleon
★★★☆☆ (3.9/5.0) (5 votes)
And then, years later, they print some sort of wacky Conspiracy effect that can impose land types. You just wait.
Ferlord
★★★☆☆ (3.8/5.0) (5 votes)
I think you could probably make a decent deck in modern with this and Primeval Titan's and such.

Weirdly, this isn't legendary, so you COULD have up to 4 on the field. That being said, you can only play one per turn, it enters the battlefield tapped, and it costs 3 for the ability. (4 if you consider the mana this could've tapped for).

I'm not saying you can't play this with Azusa, Lost but Seeking and Amulet of Vigor. I'm just saying you could do better if you play with another deck.
SyntheticDreamer
★★★☆☆ (3.2/5.0) (2 votes)
@marmaris74 Except you'd hopefully have 10 lands with different names in that deck...which is pretty unlikely, honestly, but you could still theoretically sort of kind of win the game, maybe.
BigPimpin
★★★★☆ (4.7/5.0) (5 votes)
I promised myself I'd make a gate deck.

And dammit I'm gonna make me a gate deck.
IncoherentEssay
★★★★★ (5.0/5.0) (2 votes)
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.
raptorman333
★★★★☆ (4.0/5.0) (2 votes)
like most older players, all i see is a gate version of Thawing Glaciers. As a win condition, this moves far too slowly, unless you are using the aforementioned Primeval Titan. Plus, in terms of flavor, this offers nothing, especially without flavour text. What do you get by reaching the end of the maze??? A unification of the guilds? Hardly; they're basically killing each other to find the center. I'm going to say, "so dumb," unless anyone can explain otherwise, because the art offers none.
psychichobo
☆☆☆☆☆ (0.0/5.0)
@Darthparallax: the person commenting before you just did...

Also, when you have ten gates with this, it is obligatory to say 'AND THEY ALL LIVED HAPPILY IN THE MAZE EVER AFTER, THE END!'
MockingJ
★★☆☆☆ (2.8/5.0) (2 votes)
You can't play this card at all
mdakw576
★★★★☆ (4.5/5.0) (3 votes)
Crackling perimeter + this = one hell of an FNM round
TheWrathofShane
☆☆☆☆☆ (0.5/5.0) (1 vote)
It comes into play tapped, as do the gates. Will never be competitive, but its a land that has "You win the game" on it, and has repeatable mana ramp.

4.5/5
GlintKawk42
☆☆☆☆☆ (0.0/5.0)
You need to pull some serious strings to make this playable in the current meta. HATE how it's a mythic.
Ritokure
☆☆☆☆☆ (0.0/5.0)
It's a land, it gives you more lands, it's not Legendary and it says "you win the game".

Yes, they prefered to play it safe on this one but, really, can you blame them? With all the crap land destruction we have nowadays, I can't even begin to imagine what would happen if this became a competitive deck.
jk44
☆☆☆☆☆ (0.0/5.0)
So there's good mythics...
Then there's bad mythics...
Then there's fifty feet of crap...
Then there's Maze's End.
SirLibraryEater
★★★★★ (5.0/5.0) (11 votes)
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.
DlCK
★★★★☆ (4.2/5.0) (5 votes)
They got the rules text wrong. It's supposed to read "If you control 10 or more gates with different names, you win at life."
awesomeperson007
☆☆☆☆☆ (0.0/5.0)
Would this have been broken if it costed {1} and didn't return to your hand? Probably not.
TheCommittee
☆☆☆☆☆ (0.0/5.0)
I see this card as wizards issuing a challenge to all jhonnys out there. "We are giving you a win condition, and incredibly inconvenient and slow win condition, and we challenge you to make something awesome out of it".
Hugomanen
☆☆☆☆☆ (0.0/5.0)
Amulet of Vigor, Rites of Flourishing, turbofog.
At least then your friend won't have to wait to be milled completely before the game is over. A joke card though.
Dragon5911
☆☆☆☆☆ (0.0/5.0)
I need two one for my reaper king ally commander deck and the second for my progenitus commander. This is valid in a slow format that allows all types of highjinkery.
demidracolich
☆☆☆☆☆ (0.0/5.0)
Theres an interesting legacy combo deck with this that wins with Treasure Hunt and Manabond
WarioMan
★★☆☆☆ (2.7/5.0) (3 votes)
I got a bone to pick with Wizards on this card.

When WOTC announced Dragon's Maze and how they were doing prerelease, I was ecstatic and so pumped that they were doing something so cool and integrated with the storyline, and when they announced that there was going to be a Mythic land that can be found only in the land slots of the packs that would hold the secret to controlling Ravnica, I was just blown away. The only other Mythic land we've ever had (not from a special set) was Eye of Ugin and it was awesome and good. There was all kinds of speculation on what it would do and that maybe it'd be broken, or good enough to put Gates on the map, or at least be SOMEWHAT playable. And when it was revealed, it was a major upset that it was just another junk mythic. It doesn't even FEEL mythic aside from it being the end of the maze. I understand that not every Mythic has to be good, but this was hyped up to be the center of Ravnica's power... THIS is how you control Ravnica? With a weak mythic that enters tapped, uses your land drop each turn and uses 4 lands per turn searching for lands that come in tapped?

But I could excuse the crappy effect and terrible over-castration of the card's effect if it weren't for the fact that they GAVE these away at pre-release to EVERYBODY who showed up. The rarest card in the set and the power to control Ravnica is just given to everyone who showed up trying to search for it in the name of their guild... Doesn't that kill the point of searching for it? For buying packs to get the secret of Ravnica? Now that I got 4 foil Maze's End because nobody wanted theirs and as a Guildgate/Shockland collector me pulling this card will just be a wasted land slot in the pack.

Terrible card, terrible build-up, terrible distribution.
Habreno
☆☆☆☆☆ (0.0/5.0)
@ Martin. Run Door *and* this in the same deck. Amulet of Vigor mandatory. Vesuva/Stage optional.
TheDragonPlainswalkr
☆☆☆☆☆ (0.0/5.0)
my deck has 4 of these and 4 door to nothingness
MojoVince
☆☆☆☆☆ (0.0/5.0)
WarioMan
You are completly right and i couldn't bore to open this but if it's in the land slot that's really ok.
majinara
☆☆☆☆☆ (0.0/5.0)
Well, winning with that is unlikely, so it's more of a thawing glaciers. Though thawing glaciers is far better. The biggest argument is that thawing glaciers requires only one mana to fetch a land, instead of three. Second is that thawing glaciers gets returned at the end of your turn. So untapping thawing glaciers, with stone-seeder hierophant or deserted temple or whatever, is a very powerful combo.
Mode
★★★☆☆ (3.8/5.0) (2 votes)
I was afraid of the day when Wizards ventures the step to print a land card that's Mythic Rare.
When Maze's End got revealed, i realized the day i was afraid of had yet to come.

I'm not looking forward to it, and i respect Wizards take on their first mythic land.
But it seems my fear is unjustified because this day might not dawn anytime at all:

If anything, Wizards did take one cautious step backwards.
Don't get me wrong, i much rather have it that way. But this step might just have been a bit too big.

A win condition on a land has to be done very carefully and is certainly mythic-worthy.
But this one is handled a bit over the top.
Even with the right cards, it's still very slow, takes a ton of mana and many turns to pull this one off.
But i can see why they went with that - it's a win entirely based on your lands, and most decks don't have a response to that - except for winning first.
The risk of creating a card that ensures a win almost without any meddling from your opponents whatsoever probably was simply too high.
Still, i'm pretty sure they could easily have altered the activation cost to 2, and even 1.
After all, it still requires eleven particular lands on the battlefield.
SpaceMagic
☆☆☆☆☆ (0.0/5.0)
It's a shame, really. This could have been a very fun win condition for casual or lower-tiered constructed play, but the "return to hand" aspect just about kills it for me. Hopefully someone else can figure out a way to break it, but for now it's not much of a difference between it and the basic lands it replaces in my eyes.
Psykes7
☆☆☆☆☆ (0.0/5.0)
After careful examination, there is no dimir pillar.
Oatbran
☆☆☆☆☆ (0.0/5.0)
The guild that reaches the maze's end will receive the power to control all of rav...
...
...
...stupid dial-up.

On a serious note, why so much tapped land? It comes in tapped, it takes 4 lands to tap to use it's ability, and all land it uses comes in tapped.
What if instead of searching for gates, it had: "gates enter untapped. Tap ten gates of different names you control, tap: you win the game."

On top of all this, the elusive maze's end is out in the open for all to see... I fail to see why it was so hard to find...

This set just seemed to be anticlimactic for me.
OrgasmandTea
☆☆☆☆☆ (0.0/5.0)
I don't understand why it isn't legendary. HOW MANY FRIKKEN' ENDS ARE THERE TO THIS MAZE??
SkyeSharpe
★★★☆☆ (3.8/5.0) (2 votes)
@Psykes7

Let's not get into the fact that despite the fact that the Maze was made by Azor I in the olden days of Ravnica, the Maze's End has pillars with the modern interpretations of the guild symbols.

Regarding the card itself, I find it somewhat clunky even as a land-gathering mechanic. I wouldn't even call it flavorful since it doesn't detail any of the Who/What/When/Where/Whys without any flavor text. All in all, I'd use it mostly as a goofy way to get around an instant win, but there are certainly better and more efficient ways to win the game by card-text.
TheChort
★★★★★ (5.0/5.0) (3 votes)
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.
LordRandomness
☆☆☆☆☆ (0.0/5.0)
Scapeshift can net you an easy win
Ridore
☆☆☆☆☆ (0.0/5.0)
I was trying to design a 5 color defender deck and needed at least 1 other alt win condition, this made land selection very easy, as I was going to have to play a lot of split lands already, Toss in a couple of amulet of vigor and my mana problems are solved. The other alt win condition is Door to Nothingness.
Guest439773480
☆☆☆☆☆ (0.0/5.0)
There are only 9 pillars with Dimir unrepresented. This appears to be a modern plaza so Dimir would no longer be a secret guild.
Salient
★★★★★ (5.0/5.0) (5 votes)
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.)
OverkillXLR
☆☆☆☆☆ (0.0/5.0)
With slivers being confirmed in M14, a 5 color deck with this, the guildgates and slivers could help with consistancy and give you and alt win condidtion. Could be a little slow but has potential.
DacenOctavio
☆☆☆☆☆ (0.0/5.0)
This card doesn't win me the game, it does fix mana very well in a slow format like EDH.
u60cf28
☆☆☆☆☆ (0.0/5.0)
Okay, so this is the true story behind Supreme Verdict and Maze's End

SV was actually used by Azor, the founder of the Azorius Senate. He created the Maze. The Maze was supposed to be a test to see if the guilds could work together. If they did (everyone making it to the end of the maze), the Guildpact would be restored. If they didn't the bailiff (manifestation of Azor's will) , would, in some way, enact the Supreme Verdict of Azor, destroying all of the Tenth District (the most important part of Ravnica), and perhaps the entire plane of Ravnice. Azor was, after all, a planeswalker.

This Information IS canon because I got it from the book that came out today, the third part of the RtR book series the Secratist. That was written by Doug Beyer who was told to do that by Wizards. So, It is canon
HarryB123
☆☆☆☆☆ (0.0/5.0)
@Mode:

I think you're forgetting Eye of Ugin
SAUS3
☆☆☆☆☆ (0.0/5.0)
I'm glad this isn't broken. Only thing I'd say is that it should come in untapped. As is, you have a colourless and tapped land. Just running this can screw you over hard.

It's ability is definitely strong though. Getting card advantage from a land as well as some colour fixing (though a dual land in its place would be better for colour fixing...).
Winhert
☆☆☆☆☆ (0.0/5.0)
As far as i know it is broken in block format.
FlipFlopWerewolf
★★★★★ (5.0/5.0) (1 vote)
Hydroform + Progenitor Mimic = Maximum Lol's
MillerTime88
☆☆☆☆☆ (0.0/5.0)
I've been looking for a win-con in modern Turbo-fog.
thefallen21B
☆☆☆☆☆ (0.0/5.0)
warioman you are wrong about something . maze's end doesnt use your land drop in a turn. It says "search your library for a gate card and PUT it onto the battlefield..." which means you can still play another land from your hand which could be maze's end or another land.
Tamerlein
★★★☆☆ (3.0/5.0) (1 vote)
When I first saw this card, I scoffed at the thought of making a deck with it. But now I see that while it does take longer than a lot of other combo strategies, it has many upsides over those decks.

You see, a Maze's End deck has a very favorable matchup against control decks. It takes a control deck a long time to win, and meanwhile the Maze's End deck is dropping a Gate every single turn. A lot of control decks in the current standard format win by swinging in with Aetherling. While a Maze's End deck wouldn't be able to actually kill off Aetherling very easily, it could still use a kill spell it every time it swings, forcing it's owner to exile it before combat damage is dealt. The other reason that this deck is very powerful against control is that a Standard control deck doesn't have any way to interact with land cards with the exception of a sideboarded Pithing Needle or something, so there is very little a control deck can do to slow down Maze's End.

Even against aggro decks, Maze's End still has a chance. While it is true that it takes awhile to get removal out because most lands enter tapped, if you can keep on trading one for one removal for their cards you'll usually win. This is because the deck's win con is in the lands, so the other spots in the deck which would usually have the win con in the form of a creature or something instead can be filled with removal.

This is a very easily underestimated card.

5/5
tankthebest
☆☆☆☆☆ (0.0/5.0)
When I first saw this card, I was incredibly unimpressed. Now the Johnny in me wants to make a five color land-based deck based on the suggestions here with this as the win con. Well played, Wizards.

There's still no forgiving Emmara Tandris though.
DarthParallax
☆☆☆☆☆ (0.5/5.0) (4 votes)
So NOBODY is mad enough to go for the Maze Quest except me? I'm the ONLY one that 5-starred this because I legit cannot wait to try to assemble "The Exodia of Magic"? :)
COOL! more for me when this card doesn't have value on the secondary market in non-foil ^_^
(every foil Mythic is worth -something- and it is after all a land-fetcher..)
I am going to try to make a Maze Runner Deck using only cards from the Ravnica Blocks and using all 10 Maze Runners! :D
BECAUSE I AM INSANE THAT IS WHY! XD :D


@WarioMan: Look....I don't know how to break this to you....but I think the only person worse at Mythics than WOTC might be you. You can argue about a lot of things, but the only way you could argue against it's flavor is if you just don't understand the world of Ravnica at all. This is DEFINITELY a Mythic, it's just a Mythic for basically everyone except Spike and Timmy.

Melvin loves the intricate building of the Maze- the raising of it's walls as you summon Guildgates to resemble the type of gameplay of RTS Civilization builders. Melvin also loves Thawing Glaciers.

Johnny loves both that it involves Tutors and that involves an incredibly difficult-to-achieve-but-stupidly-overpowered-effect. It Wins the Game. And In Style. That's all Johnny wants in Life. :'D

Spike sees that this is inefficient, and doesn't want to waste his time on it. Timmy sees it has no power and toughness, and Timmy didn't read the book, so Timmy doesn't know that this is The Ultimate Painful Choice:

It says "Ten target creatures may cast Supreme Verdict without paying its mana cost if they are too prejudiced by the Color Wheel. For each Supreme Verdict cast this way, add a Smallpox just to make sure you kill yourselves off."

Vorthos read the BOOK, and thinks that this is pretty much the dandiest card in MAGIC o.o

"If you are all Haters, you May kill EVERYONE the way you obviously want to."

"If you can transcend the Colors and the Guilds, you may Restore the Guildpact. If you Want."
Megadog
★★★★★ (5.0/5.0) (5 votes)
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."
Tapsa
★★★★★ (5.0/5.0) (1 vote)
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.
Technetium
☆☆☆☆☆ (0.0/5.0)
I think this card is currently being underrated by most players in Standard. The Turbo Fog variant is pretty strong and very hard for most decks to deal with as nobody is preparing sideboard for this. Pithing Needle is just about the only thing that can shut it down. Rakdos Return is also a threat. Both can be dealt with by siding in 4 Negates.
Gandlodder
☆☆☆☆☆ (0.0/5.0)
This is the new win-condition of my (very) casual One for One 1-CMC deck. While the deck started as a joke, the fact that Amulet of Vigor, Sakura-Tribe Scout, and Expedition Map all cost 1-CMC anyway, and its not like the deck really had a win condition previously. (I lost a bet.)
mickthemage
☆☆☆☆☆ (0.0/5.0)
I have the fat pack poster of the maze's end art, and I've always wondered where the Dimir statue is? Every other guild is there, besides Dimir. Am I just being blind or is it a story thing?
gunkookshlinger
☆☆☆☆☆ (0.0/5.0)
Pithing Needle and this thing is useless
Lazrbeams
☆☆☆☆☆ (0.0/5.0)
Thanks to this card I pulled 3 mythics in one pack. Which is about all I can say about the card.
FiremaneAvenger
☆☆☆☆☆ (0.0/5.0)
I've been playing this for standard at my lgs, and while it doesn't win often, when it does its so satisfying. You can play anything because you have to run 5 colors. I started out with a 5-color turbofog/control build, but branched out into Hold the Gates with lots of creatures like Prophet of Kruphix, Horizon Chimera and even Guardian of the Gateless. At one point I ran an Enchantment deck built around Sphere of Safety and Heliod. No matter what build you're running, Gatecreeper Vine and Saruli Gatekeepers are staples, and Prophet/Courser of Kruphix as well as Kiora, the Crashing Wave and Urban Evolution.

@mickthemage I might be wrong, but I think there's no Dimir statue because House Dimir was a secret. In the original Ravnica block, the existence of a 10th guild was thought to be a myth. This changed when the Parun of House DImir, Szadek, tried to overthrow the Guildpact at the Decamillennial celebration. It might also be because Teysa Karlov left House Dimir out of the non-magical Guildpact she wrote at the end of Dissension, although I believe the maze pre-dates that.
j_mindfingerpainter
★★☆☆☆ (2.8/5.0) (2 votes)
What a hilarious card. Only reason it's not mythic IMO is because some Johnny at Wizards wanted to push its playability a smidge.
limitededition
★★★★★ (5.0/5.0) (1 vote)
>animate land on your simic guildgate
>sakashima the impostor
>you now have a gate named sakashima
Gameguy602
☆☆☆☆☆ (0.0/5.0)
Stupid Inefficient Combo Time!

Have the ten guildgates in your deck.
Turn 1: Island, Training Grounds
Turn 2: Forest, Sakura-Tribe Scout, Amulet of Vigor
Turn 3: Land, Master of Etherium
Turn 4: Land, Clock of Omens/March of the Machines
Turn 5: Land, The other card from last turn.
Turn 6: Land, Mycosynth Lattice
Turn 7: Land, Gilded Lotus
Turn 8: This, Any permanent.

The Lattice and March turn this into a creature, to make its search cheaper with training grounds, and the Master keeps it from dying due to having 0 toughness. So you activate its ability, search a gate, tap scout to put it into play, and search another gate. Then use clock to tap the two gates you got to untap scout, tap scout to put this back in play and search a third gate. Then you can tap the last gate you searched, along with one of the permanents you have in play to make this work, to untap scout to put this back in play to search another gate. Repeat that last step until you win.