Maze's End (Update March 23)

  • #1
    A totally separate source has provided confirmation of this card and accurate wording, although not the name. The text is as follows:

    Maze's End
    Land {M}
    Maze's End enters the battlefield tapped.
    :symtap:: Add 1 mana to your mana pool.
    :3mana:, :symtap:, Return Maze's End to its owner's hand: Search your library for a Gate card, put it onto the battlefield, then shuffle your library. If you control ten or more Gates with different names, you win the game.

    Our source has provided an update. Apparently the card is more akin to Thawing Glaciers, reading something like this:

    :symtap:: Add 1 mana to your mana pool.
    :3mana:, :symtap:: Search your library for a Gate card and put it onto the battlefield, then shuffle your library. Return ~ to its owner's hand. At the beginning of your end step, if you control ten or more Gates, you win the game.

    I must re-emphasise that this is not completely confirmed. While we feel that this source is essentially reliable, there is always plenty of room for error.

    The Rumor Mill staff has had an anonymous source contact us about the mythic land. We feel it's fairly confirmed, since the source has proven reliable with a separate spoiler. Here's what we know about the other card!

    When you have 10 gates, you win the game. It wasn't specified if this was at upkeep or end of turn.

    There's less sure things that can be inferred as well. First, the source wasn't sure if it is or isn't a Gate itself. I'm inclined to believe it isn't. Second, it's likely the mythic mentioned in today's Arcana, since it's an alternate win-con. Third, it's probably true, since every pack is going to either have a Gate or a shock, so drafting a deck around it won't be impossible.

    So there's the first spoiled DGM card!
    Last edited by TK-421: 3/23/2013 2:56:23 PM

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  • #2
    Interesting. I wonder if it means 10 different gates, or just 10 gates. I think the latter is much more likely to be honest.
    I'll be excited to play this with Expedition Map, Sylvan Scrying and such!
  • #3
    Aw yeah! My foil Gatecreeper Vine will skyrocket in price! Grin

    They have been supporting gates a lot int GTC, so a card like that would make sense.
    Elspeth is dead. Long live Elspeth.
  • #4
    This is probably the reason Rogue's Passage wasn't a gate then.
    I just want people who redraft to admit this:

    "I can't draft objectively unless I am able to guarantee that I receive at least 3 rares. I am also better than most average/new players so I want to make sure that I get the best rares and they end up with worse ones. I care more about the monetary value of cards than actually playing the game for decent prizes."


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  • #5
    Still, seems like a really hard win con since there's not a lot of ways to get a gate into play, other than as your land drop. The deck couldn't really win until turn 11, which makes it slower than Door to Nothingness.

    Unless they made a few cards in the set around this mechanic, but making a set around one mythic goes against their design principles.
    Read 5ColorControl please.

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  • #6
    Quote from TK-421
    Third, it's probably true, since every pack is going to either have a Gate or a shock, so drafting a deck around it won't be impossible.


    It won't be impossible, but I doubt it will work very well. You still need 11 mana to win, and unlike with Worldspine Wurm (which was already extremely difficult to pull off) accelerants like Axebane Guardian or Keyrunes won't count towards that number.

    Practice for Vintage Masters Limited:
    Draft: (#1) (#2) (#3) (#4)
  • #7
    I would think that if that was the case, we'd see cards like a Rampant Growth for Gates. That alone would be a rather balanced card as it'd require you to run a suboptimal land (Gates are after all worse then Checklands and Shocks), but it would be an enabler for this kind of deck. Or perhaps something like a terrain generator for Gates as well.
    Commander Decks:
    Rakdos Rakdos Rakdos Lyzolda, the Sacrifice Witch Rakdos Rakdos Rakdos
    Simic Simic Simic Prime Card Drawer Zegana Simic Simic Simic
    Orzhov Azorius Dimir Oloro, Lifegaining Ascetic Dimir Azorius Orzhov
    Gruul Gruul Gruul Stonebrow, Trampling Hero Gruul Gruul Gruul
    red mana red mana red mana Purphoros, God of Pandemonium red mana red mana red mana
    blue mana blue mana blue mana Empress Galina, Tribal Aggro blue mana blue mana blue mana
  • #8
    On the plus side though it's an uncounterable and very hard to remove win condition that costs no mana.
  • #9
    For standard, another useless alt win con.

    But for Modern/Legacy, with Prime Time and Explore? Hmmm.
  • #10
    OMG!! A new combo for Scapeshift D:

    Btw, cool card, and i guess it will be diferent gates
  • #11
    Quote from teddy_bear_x
    OMG!! A new combo for Scapeshift D:

    Btw, cool card, and i guess it will be diferent gates


    I'll have some crow ready to eat if it's not differently named gates.
  • #12
    OmniDoor ThragMazeFire?

    Awesome.

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  • #14
    This land could also have an eye of ugin style ability of searching for gates...

    Or maybe it IS a terrain generator for gates. Nothing says the land ONLY has the win condition on it.
  • #15
    Damn this is news!! I think this is going to make for some fun times in dragons maze!!! I hope its all ten different gates!
    Modern
    :symr:RDW:symr:
    :symb:Vampires:symb:
    :symw::symg::symu:Slivers:symu::symw::symg:
    :symu:Merfolk:symu:

    Standard
    :symw:White Weenie:symw:
    :symr:Red Devotion:symr:
    :symr::symw:Boros:symr::symw:
    :symg::symw::symu:Bant Hexproof:symu::symw::symg:
    :symw::symu:Heroic Enchantments:symu::symw:
  • #16
    The name of this land is probably the titular Dragon's Maze? Niv-Mizzet's using the power of the gates for... profit?
  • #17
    This does sound fun, but I hope there's no other major enablers for getting gates. Right now this sounds like a fun land that'd probably be enjoyable for a casual deck and seems flavorful.

    Plus, does anyone really want to think about how horrific it would be if a mythic rare land was the cornerstone of a highly played and successful deck?
  • #18
    Quote from PiMan
    I'll have some crow ready to eat if it's not differently named gates.


    requiring one of each of the 10 differnetly named gates would be.... more cumbersome than it is already with requiring 10 gates. keep in mind there are exactly 10 gates and they ALL come into play tapped. That alone should make it difficult enough without requiring one of each gate.
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  • #19
    Quote from SolonWave
    Damn this is news!! I think this is going to make for some fun times in dragons maze!!! I hope its all ten different gates!


    Yeah, good luck getting 10 guildgates in Sealed/Draft! :p

    Constructed, I don't know. Omnidoor just seems a better combo for the mana invested in it. And, particularly in the current meta, you'd be dead WAY before you even drop your 10th gate.

    Still, a casual win-con is a casual win-con.
    Standard

    WUB Esper Control
    R Red Deck Wins
    BG Mono-B(g) devotion

    Modern

    WBR Dega Gonblins
    WR Norin's Sisters

    Commander
    RKrenko Goblin HordeR
    WBGKarador ReanimatorWBG
  • #20
    Quote from Uber Moogle
    The name of this land is probably the titular Dragon's Maze? Niv-Mizzet's using the power of the gates for... profit?


    Step 1: Build a maze.
    Step 2: ???
    Step 3: Profit!
  • #21
    Just add 4 Crackling Perimeter to taste!
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  • #22
    Needs - (5) tap: search library or graveyard for a gate, reveal it, then put it into your hand. (in case dimir mills one)

    Terrain generator would be nice too.
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  • #23
    Gates you control enter the Battlefield untaped.

    If you control 10 or more gates you win the game.
  • #24
    How about a Gate stealer? Isn't the whole idea of "getting control" of the other guild's gates part of the theme? Seems like there would be clues on the existing cards in the block. A mythic land that stole gates would reduce the time to pull it off, and create a tension in whether the opponent plays their gates at all.
  • #25
    Quote from Bork
    How about a Gate stealer? Isn't the whole idea of "getting control" of the other guild's gates part of the theme? Seems like there would be clues on the existing cards in the block. A mythic land that stole gates would reduce the time to pull it off, and create a tension in whether the opponent plays their gates at all.


    Nice idea, but probably too close to land destruction for them to do it.
  • #26
    I Brainstormed what I believe to be likely names for the card:

    Guild Maze
    Intercourse of Guilds.
    GateDefensive Driving Skills
    GateAuto Insurance
    Dragon's Door
    Dragon's Derrr
    The Gate
    The Gate Gatsby


    Odds are it's one of those
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