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 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 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.
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!
This is probably the reason Rogue's Passage wasn't a gate then.
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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."
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.
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.
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.
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My Commander decks:
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
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?
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.
An actor without a director is but a mannequin.
While a director without a writer is unemployed.
But ultimately a writer without words is dead.
~R. D. Newman
"7,015 creatures in existence. They all die to removal."
Never before has a boy wanted more...zombie slaying.
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.
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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YMTC: We need a spikey red enchantment. My creations:
RR
Whenever a player taps a nonbasic land, [Card] deals 2 damage to them.
-or-
R
Whenever a player would gain life, flip a coin. If heads, that player loses that much life instead. If tails sacrifice [card] and that player gains that life as per usual.
Want to see other duel decks I made ? Check out my Blog ! Feel free to post advice or give topics for me to make duel decks out of. Check out the Theros Block Planeswalker Theme Duel Decks Elspeth, Xenagos, Ashok, Kiora, Ajani
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Maze's End
Land {M}
Maze's End enters the battlefield tapped.
:symtap:: Add 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.
:symtap:: Add 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.
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!
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I'll be excited to play this with Expedition Map, Sylvan Scrying and such!
They have been supporting gates a lot int GTC, so a card like that would make sense.
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Unless they made a few cards in the set around this mechanic, but making a set around one mythic goes against their design principles.
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 Khans of Tarkir Limited:
Draft: (#1) (#2) (#3) (#4) (#5)
Chandra, Torch of Defiance - Oops! All Chandras.
Prime Speaker Zegana - Draw for Power.
Pir & Toothy - Counterpalooza.
Arcades, the Strategist - Another Brick in the Wall.
Zacama, Primal Calamity - Calamity of Double Mana.
Edgar Markov - Vampires Don't Die.
Child of Alara - Dreamcrusher.
But for Modern/Legacy, with Prime Time and Explore? Hmmm.
Btw, cool card, and i guess it will be diferent gates
Awesome.
Or maybe it IS a terrain generator for gates. Nothing says the land ONLY has the win condition on it.
Vorel of the Hull Clade
Reki, the History of Kamigawa (MTGO)
Lavinia of the Tenth (MTGO)
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?
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.
Step 1: Build a maze.
Step 2: ???
Step 3: Profit!
Vorel of the Hull Clade
Reki, the History of Kamigawa (MTGO)
Lavinia of the Tenth (MTGO)
An actor without a director is but a mannequin.
While a director without a writer is unemployed.
But ultimately a writer without words is dead.
~R. D. Newman
"7,015 creatures in existence. They all die to removal."
Never before has a boy wanted more...zombie slaying.
GP Vegas: It was once in a lifetime!
On Vault of the Archangel
Terrain generator would be nice too.
Feel free to tell me yours!
If you control 10 or more gates you win the game.
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
Whenever a player taps a nonbasic land, [Card] deals 2 damage to them.
-or-
R
Whenever a player would gain life, flip a coin. If heads, that player loses that much life instead. If tails sacrifice [card] and that player gains that life as per usual.
Fires Rf Salvation
Awesome.
Have all of them.
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This is great. Turns those chump gates into champ gates.
Feel free to tell me yours!
Decks used- GGarruk vs LilianaB, WElsepth vs TezzeretU, WGKnights vs DragonsR
WGRAjani vs BolasRUB, WUVenser vs KothR, RUIzzet vs GolgariGB.
WBSorin vs TibaltBR, WRHeros vs Monsters RG
Want to see other duel decks I made ? Check out my Blog ! Feel free to post advice or give topics for me to make duel decks out of. Check out the Theros Block Planeswalker Theme Duel Decks Elspeth, Xenagos, Ashok, Kiora, Ajani