I will throw my hat in, but i have used this deck to beat GR Hurts, UW Control, BG Desecration Demon, and a couple other outliers. And i gotta say only thing that really really stops me is Mono-Red when they nut draw (or drop Burning Earth early game 1), Esper puts a lot of hurt on but a well timed rift or simic charm can mess up their plans good.
Strategy...go full steam fog and wipe.
16 Fogs, 6 Board Wipes, 2 Life GateKeepers and ramp till you win (or alt-win )
Now the sideboard might look a bit weird but they are to deal with the general metas. Teysa, Envoy of Ghosts + Isperia, Supreme Judge: game 2 when they have boarded out most of the creature removal, these two will be a massive surprise tilt to the game and give value. Draw & Destroy (the later if you can survive the damage, if not fog!) Negate or Simic Charm: anti-targeted maze removal, or a nifty creature bouncer Jace, Memory Adept + Assemble the Legion: Alt win for control match up Naturalize + Fade into Antiquity: either or depending on if its weapons or gods you have to spot remove or the dreaded Pithing Needle or Burning Earth appear Detention Sphere: I've used it for Needle removal, but its dealers choice best use of them
The rest should explain itself
Post Script: If the meta develops land-d then i say 'grats and good luck sir on winning the rest of your match ups
Post Post Script: This deck WILL NOT win every match up but its fun as all heck when you severely screw up your opponents plans and fog/rift/maze into your win or game 3 loss
YOu didn't seem to play against T1 decks though. I just don't see how you beat esper or dega. Not to mention you really have no way to deal with obzedat. Let alone Rakdos Return
I played through Obzedat, and Rakdos Return. Obzedat was comically easy to beat, as was Deathrite Shaman, and Rakdos Return is only a temporary setback. Won through it, after casting a Fog in response, because Detention Sphere and Saruli Gatekeeper completely killed his aggression. You stay about 10 life, and you just win.
*I can tell you didn't read my post, since I specifically said how I beat Ghost Daddy.
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"If you don't wear your seatbelt, the police will shoot you in the head."
- To my youngest sister when she was 6.
Everyone knows that good luck and good game are such insincere terms that any man who does not connect his right hook with the offender's jaw on the very utterance of such a phrase is no man I would consider as such.
I read your post. I just don't see how you are going to beat a dega list packing obzedaddy, TS and Rakdos Return. Im playing your list tonight, Ill report back.
it does pretty well. So far about the only thing I can't answer is ashiok unless I get a pithing needle down for it before it hits the board, or counter it. Mutavault can be a pain as well. Otherwise there's tons of lifegain with the gatekeepers, elixer, and sphinx's revelations. Between far/away, supreme verdict, cyclonic rift, and merciless eviction you can answer just about anything.
also, you don't necessarily have to answer stuff with this deck. As long as you can stall the game long enough, you'll win.
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Big thanks to DarkNightCavalier from heroes of the planes studios for the sig!
I'm still torn on what deck to bring to Game Day as I've been playtesting UW Trading Post, RDW, GW Aggro, and this list. Currently, Maze's End is winning due to fun factor:
Changes since last week:
-4 Inspiration +4 Divination
the extra 1 mana for instant speed wasn't worth it.
-4 Dissolve +4 Saruli Gatekeeper
Against some match-ups the double U was not reliable enough to be good. Though in one game against esper i chained 3 dissolves in a row hitting Ashiok, Jace and Obzedat.
I would rather just have negates be my go to counter for dealing with pesky non creature threats.
Sideboard: -2 Assemble the Legion +2 Crackling perimeter
no explanation really needed here.
Match-ups:
Round 1) Esper Control: Round one he landed Ashiok on curve in both games one and 2 and although i managed to get my alternate win con going it wasn't quick enough to finish him off.
Round 2) Esper Control:(lucky me) This time things went much better in my favor. Managed to answer his ashiok with a negate game one and Landed Jace, Memory Adept after forcing him to counter a Revelation. Game ended in quick fashion after that. Game 2 I got lucky on my opponent not having a third untapped land to cast Ashiok on curve. When he attempted to cast it turn 4 i dissolved scrying into another dissolve. This dissolve countered his Jace, Architect of thought the next turn netting me another dissolve off of scry which took care of his obzedat. My opponent managed to land Jace, Memory Adept 2 turns later but was unable to hit both my elixirs at once ever. Thanks to some well timed Revelations and a wear//tear on a d-sphere that tried to take out my elixir i managed to keep my deck full while i resolved a Jace of my own to mill him out.
Round 3) AIR(Devotion): i got rather unlucky with my draw's in both games and was unable to put up much resistance against turn 4 and 5 fanatic of mogis.
Round 4) G/W Aggro: I've said in this thread before i feel G/W has the weakest matchup against us and this round was no exception. Without any form of reach outside of direct attacks i was able to Maze's End in both game 1 and 2.
Sideboard:
No changes made(i felt the main deck was strong enough on it's own that i didn't need to bring in anything).
Record: 2-2
Round 5) B/G Rock: Game 1 was a bit rough as my opponent got double Deathrite Shaman going and started pinging away at my life total. A timely Wrath when he tapped out and didn't have a charm netted me a win due to stabilization at 3 life. Game 2 He drew dead for several turns while i sat on a full grip. Having no way to interact with my win condition meant another win for me.
dont have much time but here my first list just pasted out of cocka,
pls I welcome any advice, and im not sure yet about what to put in the real sideboard! :/
I added 1 Crackling to main because testing it happened me many times now to just have like 6 7 gates and no maze.... :/ lost vs a mono black corrupt crypt ghast crap deck -.-
Yes Maze's End is fun, but are you winning more than the other decks you are testing?
Sligh Mono red (like Owen Turtenwald's deck in SCG Worcester) is the most consistent among the decks I mentioned, but Turbo-Fog Maze puts up a good fight against it with all the fogs and 3 sweepers, not to mention Far // Away. I'm actually considering bumping down Druid's Deliverance to two and adding the final Verdict. I haven't tested against devotion red with Fanatic of Mogis though. Seems like we have to save Riot Control for high devotion Fanatics.
I am testing the Idea of running Prophet of Kruphix wanted to know what people's opinions on her is, I was thinking with the ability to untap your gate's/maze's end will allow for more efficient use.
Are you beating the Owen T list consistently? Sorry I might be confused on whar you meant.
So long as I don't run into an extended mana clump, I'd say game one is about 50-50. Saruli Gatekeepers help a lot in the match-up (and is a card mono-red hates, kind of like Timely Reinforcements), and with the right type of fog effect, it can still block and kill most of Sligh's creatures. I just to make sure that I don't get in burn range. Biggest problem I've noticed are the Mutavaults when I don't have a gatekeeper out. Post-sideboard Pithing Needle takes care of that and Hammer of Purphoros. I think after sideboarding Turbo-Maze's win percentage goes up. As long as they don't have four Skullcracks..
Prophet of Kruphix will only make your opponent's removal live, which works against the deck's strategy of blanking their removal. Having a Vine or Saruli eating up removal on the other hand is not a big deal. I really like some of the ideas that have been running around and updated my build to this.
- I like Divination but not in multiples, and there could be an argument on Divination vs Gatecreeper Vine. Vine fixes our mana and provides a chump blocker, Divination draws you 2 random cards. I like the 2/2 split here. It comes down to personal preference.
- MD Negate, because it handles everything that can wreck us that is not named Sire of Insanity, Ruric Thar, Purphoros. Far // Away seems good too.
- SB is for control, and you have a Swan Song, Wear // Tear package if you're terrified of Skullcrack, Burning Earth.
Here's the direction I'm taking this deck. Taking some inspiration from Ali Aintrazi's list, which is almost solely removal, I'm looking to keep the board clear.
The Mizzium Mortars should probably be Dreadbores for versatility.
It is a very good turn-5 drop when your fog cards in your hand are running out. It cuts lands off the top of the deck so you will have better chances to get more fogs or other essentials. Play it and keep a fog in your hand and enjoy the profit.
Hey guys I was the guy playing the maze's end deck on www.twitch.tv/epicgametimestream. I had a lot of requests so I wrote up a mini primer on the deck and what I've been doing with it. I hope you all enjoy!
Updated Maze's End
Lands: 27
2x all guild gates
4x Maze's End
2x Forest
1x Island
4x Fog
4x Druid's Deliverance
4x Defend the Hearth
4x Riot Control
4x Divination
3x Dention Sphere
3x Into the Wilds
2x Supreme Verdicts
1x Crackling Premiter
4x Saurli Gatekeepers
Sideboard: 15
2x Crackling Premiter
2x Bow of Nylea
1x Abrupt Decay
4x Pithing Needle
2x Trading Post
4x Wear//Tear
Have you ever wanted to play a deck that was fringe but took down Teir 1 decks. How about a deck that that trolls harder than most against aggro and control alike? If you answered yes to any of these questions you probably had the same idea when you saw this deck…."I need to jam this in at least one tournament." I've always loved decks that are just off the beaten path and don't qualify as the "best in the format". So when Theros showed it's pretty Greek influenced head and the format started to shape up with a bunch of Red Deck wins and G/w aggro, this seemed like a natural choice. Sure I'll get to the teir 1s eventually but the first deck I want to test is this one.
As far as the list goes I'm probably 98% satisfied with it. A couple of changes that should be made right off of the bat.
Cut Into the Wilds all together. This card I tried and while it did some work for me, I had a lot of trouble actually casting it on the turns that matter *turns 4 and 5*. After those turns your mana is being taken up by either stabilizing with Saurli Gatekeepers or trying to win with Maze's End or Crackling Perimeter.
We cut the Into the Wilds so now we need to add something. The biggest issue this deck seems to have is sometimes having the in on board, all 10 gates, but no Maze's End(It's happened twice now)! So what we need is something to draw into the win condition Maze's End. We can acommplish this with 2x Sphinx Revelations. This card fill a lot of rolls for us. It will help us stabilize, draw into the fogs and Maze's End we need, not to mention, it's kind of a fog itself.
We want to add one more card and that will be our 3rd Supreme Verdict. Every time I cast Supreme Verdict in my testing it was ALWAYS a blow out. I lost count at the amount of supreme's that would resolve and my opponent would just scoop.
So now I think our new deck should look something like this
Updated Maze's End
Lands: 27
2x all guild gates
4x Maze's End
2x Forest
1x Island
4x Fog
4x Druid's Deliverance
4x Defend the Hearth
4x Riot Control
4x Divination
3x Dention Sphere
3x Supreme Verdicts
2x Sphinx's Revelation
1x Crackling Premiter
4x Saurli Gatekeepers
Now let's look at our side board
Sideboard: 15
2x Crackling Premiter
2x Bow of Nylea
1x Abrupt Decay
4x Pithing Needle
2x Trading Post
4x Wear//Tear
Let's break down the side board card for card;
Crackling Perimeter: This card is AMAZING against U/w control and Esper control. Any deck that gives you multiple turns and tries to win with an aetherling or a desecration demon will have trouble against this thing. You resolve this on turn four and you opponent is on a very fast clock all of a sudden. This comes in for the control matchup and the 3 gatekeepers go out.
Bow of Nylea: I was iffy about this card at first then I played it against big daddy Obzedat, it's really good against that card. So we put Bow in for the RDW match up and any deck that's packing Obzedat. The + 3 life is so amazing and it really keeps us ahead
Abrupt Decay: I like this a lot against the RDW and G/w aggro match ups, deals with all of their relevant threats including a certain Advent of the wurm token. I will be adding 2 more of these.
4x Pithing Needles: These will be our Planeswalker beaters. Ashiok is such a rough card against us and we need a way to stop her. It also get's Aetherling and any of the myriad of Jace's out there.
2x Trading Post: I have been wholly unimpressed with this card and even with the pithing needles we don't have enough artifacts to make the life gain from this guy relevant and trust me when I say every point of life you have is important, so his goat maker ability isn't very good for us most of the time. Cutting these and making them Abrupt Decay.
4x Wear // Tear: They get rid of Pithing needles, they get rid of Burning Earth, and they even can catch an early unflinching courage.
So now that we have a list that I think we can work with
Updated Maze's End
Lands: 27
2x all guild gates
4x Maze's End
2x Forest
1x Island
4x Fog
4x Druid's Deliverance
4x Defend the Hearth
4x Riot Control
4x Divination
3x Dention Sphere
3x Supreme Verdicts
2x Sphinx's Revelation
1x Crackling Premiter
4x Saurli Gatekeepers
Sideboard: 15
2x Crackling Premiter
2x Bow of Nylea
3x Abrupt Decay
4x Pithing Needle
4x Wear//Tear
Last thing I think we need is to go over the main match ups in the format
1. G/w aggro: This match up is actually in our favor pretty much the entire game. Divination and Sphinx's Revelation is amazing here. Be sure to take the first couple of hits and save your fogs for those later turns. They don't really have a way to interact with you fogging and securing your maze's end win.
Sideboard: There are so many versions of this deck just side for what you see. Mostly -1 crackling, -3 spheres. +3 Abrupt decay, +1 bow
2. RDW: This matchup can be rough, it's all about stabalizing. If you don't have a white and green source in your hand probably mulligan. Make sure your turn four is when you start to fog or drop gatekeepers. Once you are able to sabalize you can play a supreme about turn six and then just start Maze's Ending your way to victory.
Sideboard: -1 crackling Perimeter, -3 D. Spheres, +4 wear//tear, +1 Bow. The bow is just a bit more stablization. Crackling and d.spheres can be crazy slow and we need to have the full sweep or wear//tear for burning earth.
3. Esper Control: This is prob your worst matchup. Ashiok is such a beating and one tick up for her can snatch two of the same guild gate and really ruin your day. Make sure to try and not get below 10 life, that puts you in the danger zone for some black devotion life loss.
Sideboard: -2 Supreme Verdict, -4 Gatekeepers, +4 Pithing needles, +2 bows. Pithing needles take care of their planes walkers, while bow will counter the life loss from Obzedat. We take out the gatekeepers because on turn four most esper decks hold mana up, and hard casting that thing just time walks you. Instead we hold up mana to play around syncopate.
4. R/G Monsters: Say hello to your second best matchup. Not much to say here, start fogging around turn 4, and save d.sphere for ember swallower. If you draw a late game supreme that's usually the ball game.
Sideboard: -4 Gatekeepers, -1 Crackling Perimeter, +4 wear//tear, +1 bow. Crackling doens't so to much in this match, and gatekeepers can be awkward to cast because on turn four and five we have to be fogging. Did I stress enough how much Burning Earth beats us.
5. U/W control: LOLOLOLOLOLOL I crushed this deck everytime I play it. They have 0 way to interact with us and we have the luxury of just holding our fogs for their turn seven or eight Aetherling. If they play the precint captain, we have supremes that they cant counter. Just sit back and maze's end.
Sideboard: -4 Gatekeepers*we don't need the life*, +2 pithing needles *Aetherling lol*, +2 Crackling Perimeter.
Is this deck teir one...no. Does it have a hard learning curve...yes. Can it take down a tournament...Absolutely. The good thing about this deck is that it truly has game against the top decks in the format. There are things that hurt this deck bad but we can play around them and overcome them with practice and intelligence So until next time happy brewing and I hope all your games are EPIC!
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Strategy...go full steam fog and wipe.
16 Fogs, 6 Board Wipes, 2 Life GateKeepers and ramp till you win (or alt-win )
4x Maze's End
3x Forest
2x Plains
Gates (x20)
2x Azorius Guildgate
2x Boros Guildgate
2x Dimir Guildgate
2x Golgari Guildgate
2x Gruul Guildgate
2x Izzet Guildgate
2x Orzhov Guildgate
2x Rakdos Guildgate
2x Selesnya Guildgate
2x Simic Guildgate
4x Defend the Hearth
4x Druid's Deliverance
4x Fog
4x Riot Control
Boardwipe (x6)
1x Cyclonic Rift
1x Merciless Eviction
4x Supreme Verdict
Ramp (x4)
2x Into the Wilds
4x Urban Evolution
Creatures (x2)
2x Saruli Gatekeepers
Alternate Win (x1)
1x Crackling Perimeter
2x Assemble the Legion
2x Detention Sphere
1x Dispel
1x Fade into Antiquity
1x Isperia, Supreme Judge
1x Jace, Memory Adept
1x Naturalize
2x Negate
1x Pithing Needle
2x Simic Charm
1x Teysa, Envoy of Ghosts
Link to deck @ TappedOut.net
Now the sideboard might look a bit weird but they are to deal with the general metas.
Teysa, Envoy of Ghosts + Isperia, Supreme Judge: game 2 when they have boarded out most of the creature removal, these two will be a massive surprise tilt to the game and give value. Draw & Destroy (the later if you can survive the damage, if not fog!)
Negate or Simic Charm: anti-targeted maze removal, or a nifty creature bouncer
Jace, Memory Adept + Assemble the Legion: Alt win for control match up
Naturalize + Fade into Antiquity: either or depending on if its weapons or gods you have to spot remove or the dreaded Pithing Needle or Burning Earth appear
Detention Sphere: I've used it for Needle removal, but its dealers choice best use of them
The rest should explain itself
Post Script: If the meta develops land-d then i say 'grats and good luck sir on winning the rest of your match ups
Post Post Script: This deck WILL NOT win every match up but its fun as all heck when you severely screw up your opponents plans and fog/rift/maze into your win or game 3 loss
I played through Obzedat, and Rakdos Return. Obzedat was comically easy to beat, as was Deathrite Shaman, and Rakdos Return is only a temporary setback. Won through it, after casting a Fog in response, because Detention Sphere and Saruli Gatekeeper completely killed his aggression. You stay about 10 life, and you just win.
*I can tell you didn't read my post, since I specifically said how I beat Ghost Daddy.
- To my youngest sister when she was 6.
4 maze's end
3 island
2 plains
4 saruli gatekeepers
4 supreme verdict
3 sphinx's revelation
3 urban evolution
3 cyclonic rift
2 detention sphere
4 fog
3 far/away
2 chromatic lantern
2 merciless eviction
1 elixir of immortality
3 crackling perimeter
4 negate
2 aetherize
2 swan song
2 pithing needle
2 wear/tear
it does pretty well. So far about the only thing I can't answer is ashiok unless I get a pithing needle down for it before it hits the board, or counter it. Mutavault can be a pain as well. Otherwise there's tons of lifegain with the gatekeepers, elixer, and sphinx's revelations. Between far/away, supreme verdict, cyclonic rift, and merciless eviction you can answer just about anything.
also, you don't necessarily have to answer stuff with this deck. As long as you can stall the game long enough, you'll win.
Modern:
Twinning End
Commander:
Mayael the Anema
Lands: 27
1 Forest
1 Island
1 Plains
2 Azorius Guildgate
2 Boros Guildgate
2 Dimir Guildgate
2 Golgari Guildgate
2 Gruul Guildgate
2 Izzet Guildgate
2 Orzhov Guildgate
2 Rakdos Guildgate
2 Selesnya Guildgate
2 Simic Guildgate
4 Maze's End
4 Saruli Gatekeepers
Enchantments: 5
1 Crackling Perimeter
4 Detention Sphere
Spells: 24
4 Defend the Hearth
4 Divination
2 Far // Away
3 Druid's Deliverance
4 Fog
4 Riot Control
3 Supreme Verdict
1 Ætherling
2 Bow of Nylea
2 Crackling Perimeter
2 Dreadbore
2 Far // Away
3 Pithing Needle
3 Wear // Tear
I'm still not sure about the Ætherling in the SB, seems unnecessary. Thoughts?
4 Saruli Gatekeepers
Spells (29)
4 Supreme Verdict
4 Riot Control
4 Fog
4 Aetherize
4 Negate
4 Divination
3 Sphinx's Revelation
2 Elixir of Immortality
Planeswalker (2)
2 Jace, memory Adept
Land (25)
4 Maze's End
2 Plains
2 Forest
2 Island
2 Golgari Guildgate
2 Gruul Guildgate
2 Rakdos Guildgate
2 Selesnya Guildgate
2 Simic Guildgate
1 Azorius Guildgate
1 Boros Guildgate
1 Dimir Guildgate
1 Izzet Guildgate
1 Orzhov Guildgate
3 Slaughter Games
3 Wear // Tear
3 Pithing Needle
2 Detention Sphere
2 Selesnya charm
2 Crackling Perimeter
Changes since last week:
-4 Inspiration +4 Divination
the extra 1 mana for instant speed wasn't worth it.
-4 Dissolve +4 Saruli Gatekeeper
Against some match-ups the double U was not reliable enough to be good. Though in one game against esper i chained 3 dissolves in a row hitting Ashiok, Jace and Obzedat.
I would rather just have negates be my go to counter for dealing with pesky non creature threats.
-2 Essence Scatter +2 Negate
Essence scatter wasn't really needed.
Sideboard: -2 Assemble the Legion +2 Crackling perimeter
no explanation really needed here.
Match-ups:
Round 1) Esper Control: Round one he landed Ashiok on curve in both games one and 2 and although i managed to get my alternate win con going it wasn't quick enough to finish him off.
Sideboard:
-4 fog, -4 supreme verdict, -2 Essence Scatter
+4 Slaughter Games, +3 Wear//Tear, +3 Pithing needle
Record: 0-1
Round 2) Esper Control:(lucky me) This time things went much better in my favor. Managed to answer his ashiok with a negate game one and Landed Jace, Memory Adept after forcing him to counter a Revelation. Game ended in quick fashion after that. Game 2 I got lucky on my opponent not having a third untapped land to cast Ashiok on curve. When he attempted to cast it turn 4 i dissolved scrying into another dissolve. This dissolve countered his Jace, Architect of thought the next turn netting me another dissolve off of scry which took care of his obzedat. My opponent managed to land Jace, Memory Adept 2 turns later but was unable to hit both my elixirs at once ever. Thanks to some well timed Revelations and a wear//tear on a d-sphere that tried to take out my elixir i managed to keep my deck full while i resolved a Jace of my own to mill him out.
Sideboard: Same changes as round 1
-4 fog, -4 supreme verdict, -2 Essence Scatter
+4 Slaughter Games, +3 Wear//Tear, +3 Pithing needle
Record: 1-1
Round 3) AIR(Devotion): i got rather unlucky with my draw's in both games and was unable to put up much resistance against turn 4 and 5 fanatic of mogis.
Sideboard:
-2 negate
+2 Wear//tear(preemptive burning Earth board)
Record: 1-2
Round 4) G/W Aggro: I've said in this thread before i feel G/W has the weakest matchup against us and this round was no exception. Without any form of reach outside of direct attacks i was able to Maze's End in both game 1 and 2.
Sideboard:
No changes made(i felt the main deck was strong enough on it's own that i didn't need to bring in anything).
Record: 2-2
Round 5) B/G Rock: Game 1 was a bit rough as my opponent got double Deathrite Shaman going and started pinging away at my life total. A timely Wrath when he tapped out and didn't have a charm netted me a win due to stabilization at 3 life. Game 2 He drew dead for several turns while i sat on a full grip. Having no way to interact with my win condition meant another win for me.
Sideboard:
-2 Essence Scatter
+2 Pithing needle(to stop Deathrite)
Record 3-2
Not my best night but not the worst i've done either. Made a little fine tuning to the list to help a bit more in the mono red matchup.
dont have much time but here my first list just pasted out of cocka,
pls I welcome any advice, and im not sure yet about what to put in the real sideboard! :/
I added 1 Crackling to main because testing it happened me many times now to just have like 6 7 gates and no maze.... :/ lost vs a mono black corrupt crypt ghast crap deck -.-
4 Fog
3 Defend the Hearth
4 Riot Control
4 Maze's End
2 Selesnya Guildgate
2 Boros Guildgate
2 Rakdos Guildgate
2 Izzet Guildgate
2 Gruul Guildgate
4 Druid's Deliverance
2 Simic Guildgate
2 Golgari Guildgate
2 Azorius Guildgate
2 Dimir Guildgate
2 Orzhov Guildgate
4 Supreme Verdict
3 Detention Sphere
3 Urban Evolution
1 Plains
1 Forest
2 Prophetic Prism
2 Gatecreeper Vine
2 Saruli Gatekeepers
1 AEtherize
1 Merciless Eviction
1 Crackling Perimeter
SB: 4 Swan Song
SB: 4 Negate
SB: 4 Warleader's Helix
SB: 4 Slaughter Games
SB: 4 Merciless Eviction
SB: 4 Anger of the Gods
SB: 4 Crackling Perimeter
SB: 4 Pithing Needle
SB: 4 Dreadbore
SB: 4 AEtherize
SB: 4 Essence Scatter
SB: 4 Saruli Gatekeepers
SB: 4 Cyclonic Rift
SB: 4 Prophetic Prism
SB: 4 Gatecreeper Vine
just startedwas streaming this deck!http://www.twitch.tv/epicgametimestream
Thanks everyone that came to watch!
Tech Manager at MTGOSS <- I make MTGO bots!
Hi
is there the decklist he used anywhere?
2 of Each GUildgate
4 Maze's End
2 Forest
1 Island
Creatures: 4
4 Saruli Gatekeepers
Fog: 15
4 Fog
3 Defend the Hearth
4 Druid's Deliverance
4 Riot Control
1 Crackling Perimeter
1 Bow of Nylea
Sorceries: 7
4 Detention Sphere
3 Supreme Verdict
Card Draw: 5
3 Inspiration
2 SPhinx Revalation
Thoughts?
How is the bow a wincon?
Sligh Mono red (like Owen Turtenwald's deck in SCG Worcester) is the most consistent among the decks I mentioned, but Turbo-Fog Maze puts up a good fight against it with all the fogs and 3 sweepers, not to mention Far // Away. I'm actually considering bumping down Druid's Deliverance to two and adding the final Verdict. I haven't tested against devotion red with Fanatic of Mogis though. Seems like we have to save Riot Control for high devotion Fanatics.
Deck I am looking to test
2 Golgari Guildgate
2 Rakdos Guildgate
2 Orzhov Guildgate
2 Azorius Guildgate
2 Dimir Guildgate
2 Boros Guildgate
2 Gruul Guildgate
2 Selesnya Guildgate
2 Simic Guildgate
2 Izzet Guildgate
3 Maze's End
Instants 18
4 Fog
4 Defend the Hearth
4 Druid's Deliverance
4 Riot Control
2 Putrefy
2 Supreme Verdict
1 Merciless Eviction
Artifacts 6
2 Trading Post
2 Elixir of Immortality
2 Chromatic Lantern
Enchantments 2
2 Into the Wilds
Creatures 8
3 Saruli Gatekeepers
3 Gatecreeper Vine
2 Prophet of Kruphix
2 Ratchet Bomb
2 Crackling Perimeter
2 Pithing Needle
2 Doom blade
2 Darksteel Ingot
1 Destructive Revelry
1 Supreme Verdict
1 Saruli Gatekeepers
1 Gatecreeper Vine
1 Prophet of Kruphix
BURPerfectly Suited to Mindless Carnage, ThraximundarRUB
URBOckham's Mindrazer = Nekusar the MindrazerBRU
UBRMarchsea makes all the Men do Stupid ThingsRBU
GWBThe Best Offense is Defense, Doran 2.0BWG
XRDaretti, Artifact ShenanigansRX
RKrenko the Don of the Goblin MobR
GFreyalise and Elves have pet HydrasG
WArmy of the Heavens, Lead by the Angel of HopeW
BDrana, The Removal BloodchiefB
UAzami, Knowledge is PowerU
WBDaxos is Enchanting Enchantments to Enchant more EnchantsBW
GRI got 99 Permanents but Primal Surge ain't One, Ruric TharRG
GBNel Thot's Sacrificial SwarmBG
WRWifey's Wrath - Gisela Blade of GoldnightRW
WUPillowfort Tron - BrunaUW
XXThe TriadXX
Do you have what it takes to survive?
So long as I don't run into an extended mana clump, I'd say game one is about 50-50. Saruli Gatekeepers help a lot in the match-up (and is a card mono-red hates, kind of like Timely Reinforcements), and with the right type of fog effect, it can still block and kill most of Sligh's creatures. I just to make sure that I don't get in burn range. Biggest problem I've noticed are the Mutavaults when I don't have a gatekeeper out. Post-sideboard Pithing Needle takes care of that and Hammer of Purphoros. I think after sideboarding Turbo-Maze's win percentage goes up. As long as they don't have four Skullcracks..
Apologies for any typos, I'm on my phone.
iswas streaming this deck again!http://www.twitch.tv/epicgametimestream
He posts the current (and older) decklists on his Facebook, linked from the stream.
Come and suggest changes!
Thanks everyone who came to watch. He's been evolving the deck for a while now.
Tech Manager at MTGOSS <- I make MTGO bots!
Creatures [6]
2 Gatecreeper Vine
4 Saruli Gatekeepers
Spells [27]
2 Crackling Perimeter
3 Defend the Hearth
3 Detention Sphere
2 Divination
4 Druid's Deliverance
4 Fog
2 Negate
4 Riot Control
3 Supreme Verdict
Lands [27]
3 Azorius Guildgate
2 Boros Guildgate
2 Dimir Guildgate
1 Forest
2 Golgari Guildgate
2 Gruul Guildgate
2 Izzet Guildgate
4 Maze's End
2 Orzhov Guildgate
1 Plains
1 Rakdos Guildgate
3 Selesnya Guildgate
2 Simic Guildgate
2 Bow of Nylea
1 Crackling Perimeter
2 Duress
2 Pithing Needle
2 Slaughter Games
3 Swan Song
3 Wear // Tear
- I like Divination but not in multiples, and there could be an argument on Divination vs Gatecreeper Vine. Vine fixes our mana and provides a chump blocker, Divination draws you 2 random cards. I like the 2/2 split here. It comes down to personal preference.
- MD Negate, because it handles everything that can wreck us that is not named Sire of Insanity, Ruric Thar, Purphoros. Far // Away seems good too.
- SB is for control, and you have a Swan Song, Wear // Tear package if you're terrified of Skullcrack, Burning Earth.
2x all guild gates
4x Maze's End
2x Forest
1x Island
4x Fog
4x Druid's Deliverance
4x Defend the Hearth
4x Riot Control
4x Divination
3x Dention Sphere
3x Into the Wilds
2x Supreme Verdicts
1x Crackling Premiter
2x Bow of Nylea
1x Abrupt Decay
4x Pithing Needle
2x Trading Post
4x Wear//Tear
I missed the stream last night so I was unable to hear about his changes, was anyone watching?
He was at about 75% match wins in Tournament Practice when he stopped.
Tech Manager at MTGOSS <- I make MTGO bots!
The Mizzium Mortars should probably be Dreadbores for versatility.
3 Saruli Gatekeepers
2 Mizzium Mortars
2 Azorius Charm
1 Rapid Hybridization
4 Supreme Verdict
2 Merciless Eviction
2 Warleader's Helix
3 Far//Away
2 Inspiration
3 Urban Evolution
2 Sphinx's Revelation
3 Syncopate
2 Plains
1 Island
3 Simic Guildgate
3 Selesnya Guildgate
2 Dimir Guildgate
2 Boros Guildgate
2 Orzhov Guildgate
2 Azorius Guildgate
2 Izzet Guildgate
2 Golgari Guildgate
1 Gruul Guildgate
1 Rakdos Guildgate
3 Pithing Needle
2 Crackling Perimeter
2 Cyclonic Rift
2 Dissolve
1 Jace, Memory Adept
2 Slaughter Games
1 Merciless Eviction
2 Rapid Hybridization
Other possible sideboard cards:
-1 Merciless Eviction
+1 Crackling Perimeter?
+1 Planar Cleansing?
I'll be testing this tonight before a non-States tourney tomorrow. I would appreciate any feedback y'all might have. Thanks!
(They can kill you, but the legalities of eating you are quite a bit dicier).
It is a very good turn-5 drop when your fog cards in your hand are running out. It cuts lands off the top of the deck so you will have better chances to get more fogs or other essentials. Play it and keep a fog in your hand and enjoy the profit.
Updated Maze's End
Lands: 27
2x all guild gates
4x Maze's End
2x Forest
1x Island
4x Fog
4x Druid's Deliverance
4x Defend the Hearth
4x Riot Control
4x Divination
3x Dention Sphere
3x Into the Wilds
2x Supreme Verdicts
1x Crackling Premiter
4x Saurli Gatekeepers
Sideboard: 15
2x Crackling Premiter
2x Bow of Nylea
1x Abrupt Decay
4x Pithing Needle
2x Trading Post
4x Wear//Tear
Have you ever wanted to play a deck that was fringe but took down Teir 1 decks. How about a deck that that trolls harder than most against aggro and control alike? If you answered yes to any of these questions you probably had the same idea when you saw this deck…."I need to jam this in at least one tournament." I've always loved decks that are just off the beaten path and don't qualify as the "best in the format". So when Theros showed it's pretty Greek influenced head and the format started to shape up with a bunch of Red Deck wins and G/w aggro, this seemed like a natural choice. Sure I'll get to the teir 1s eventually but the first deck I want to test is this one.
As far as the list goes I'm probably 98% satisfied with it. A couple of changes that should be made right off of the bat.
Cut Into the Wilds all together. This card I tried and while it did some work for me, I had a lot of trouble actually casting it on the turns that matter *turns 4 and 5*. After those turns your mana is being taken up by either stabilizing with Saurli Gatekeepers or trying to win with Maze's End or Crackling Perimeter.
We cut the Into the Wilds so now we need to add something. The biggest issue this deck seems to have is sometimes having the in on board, all 10 gates, but no Maze's End(It's happened twice now)! So what we need is something to draw into the win condition Maze's End. We can acommplish this with 2x Sphinx Revelations. This card fill a lot of rolls for us. It will help us stabilize, draw into the fogs and Maze's End we need, not to mention, it's kind of a fog itself.
We want to add one more card and that will be our 3rd Supreme Verdict. Every time I cast Supreme Verdict in my testing it was ALWAYS a blow out. I lost count at the amount of supreme's that would resolve and my opponent would just scoop.
So now I think our new deck should look something like this
Updated Maze's End
Lands: 27
2x all guild gates
4x Maze's End
2x Forest
1x Island
4x Fog
4x Druid's Deliverance
4x Defend the Hearth
4x Riot Control
4x Divination
3x Dention Sphere
3x Supreme Verdicts
2x Sphinx's Revelation
1x Crackling Premiter
4x Saurli Gatekeepers
Now let's look at our side board
Sideboard: 15
2x Crackling Premiter
2x Bow of Nylea
1x Abrupt Decay
4x Pithing Needle
2x Trading Post
4x Wear//Tear
Let's break down the side board card for card;
Crackling Perimeter: This card is AMAZING against U/w control and Esper control. Any deck that gives you multiple turns and tries to win with an aetherling or a desecration demon will have trouble against this thing. You resolve this on turn four and you opponent is on a very fast clock all of a sudden. This comes in for the control matchup and the 3 gatekeepers go out.
Bow of Nylea: I was iffy about this card at first then I played it against big daddy Obzedat, it's really good against that card. So we put Bow in for the RDW match up and any deck that's packing Obzedat. The + 3 life is so amazing and it really keeps us ahead
Abrupt Decay: I like this a lot against the RDW and G/w aggro match ups, deals with all of their relevant threats including a certain Advent of the wurm token. I will be adding 2 more of these.
4x Pithing Needles: These will be our Planeswalker beaters. Ashiok is such a rough card against us and we need a way to stop her. It also get's Aetherling and any of the myriad of Jace's out there.
2x Trading Post: I have been wholly unimpressed with this card and even with the pithing needles we don't have enough artifacts to make the life gain from this guy relevant and trust me when I say every point of life you have is important, so his goat maker ability isn't very good for us most of the time. Cutting these and making them Abrupt Decay.
4x Wear // Tear: They get rid of Pithing needles, they get rid of Burning Earth, and they even can catch an early unflinching courage.
So now that we have a list that I think we can work with
Updated Maze's End
Lands: 27
2x all guild gates
4x Maze's End
2x Forest
1x Island
4x Fog
4x Druid's Deliverance
4x Defend the Hearth
4x Riot Control
4x Divination
3x Dention Sphere
3x Supreme Verdicts
2x Sphinx's Revelation
1x Crackling Premiter
4x Saurli Gatekeepers
Sideboard: 15
2x Crackling Premiter
2x Bow of Nylea
3x Abrupt Decay
4x Pithing Needle
4x Wear//Tear
Last thing I think we need is to go over the main match ups in the format
1. G/w aggro: This match up is actually in our favor pretty much the entire game. Divination and Sphinx's Revelation is amazing here. Be sure to take the first couple of hits and save your fogs for those later turns. They don't really have a way to interact with you fogging and securing your maze's end win.
Sideboard: There are so many versions of this deck just side for what you see. Mostly -1 crackling, -3 spheres. +3 Abrupt decay, +1 bow
2. RDW: This matchup can be rough, it's all about stabalizing. If you don't have a white and green source in your hand probably mulligan. Make sure your turn four is when you start to fog or drop gatekeepers. Once you are able to sabalize you can play a supreme about turn six and then just start Maze's Ending your way to victory.
Sideboard: -1 crackling Perimeter, -3 D. Spheres, +4 wear//tear, +1 Bow. The bow is just a bit more stablization. Crackling and d.spheres can be crazy slow and we need to have the full sweep or wear//tear for burning earth.
3. Esper Control: This is prob your worst matchup. Ashiok is such a beating and one tick up for her can snatch two of the same guild gate and really ruin your day. Make sure to try and not get below 10 life, that puts you in the danger zone for some black devotion life loss.
Sideboard: -2 Supreme Verdict, -4 Gatekeepers, +4 Pithing needles, +2 bows. Pithing needles take care of their planes walkers, while bow will counter the life loss from Obzedat. We take out the gatekeepers because on turn four most esper decks hold mana up, and hard casting that thing just time walks you. Instead we hold up mana to play around syncopate.
4. R/G Monsters: Say hello to your second best matchup. Not much to say here, start fogging around turn 4, and save d.sphere for ember swallower. If you draw a late game supreme that's usually the ball game.
Sideboard: -4 Gatekeepers, -1 Crackling Perimeter, +4 wear//tear, +1 bow. Crackling doens't so to much in this match, and gatekeepers can be awkward to cast because on turn four and five we have to be fogging. Did I stress enough how much Burning Earth beats us.
5. U/W control: LOLOLOLOLOLOL I crushed this deck everytime I play it. They have 0 way to interact with us and we have the luxury of just holding our fogs for their turn seven or eight Aetherling. If they play the precint captain, we have supremes that they cant counter. Just sit back and maze's end.
Sideboard: -4 Gatekeepers*we don't need the life*, +2 pithing needles *Aetherling lol*, +2 Crackling Perimeter.
Is this deck teir one...no. Does it have a hard learning curve...yes. Can it take down a tournament...Absolutely. The good thing about this deck is that it truly has game against the top decks in the format. There are things that hurt this deck bad but we can play around them and overcome them with practice and intelligence So until next time happy brewing and I hope all your games are EPIC!