"Maze's End EDH"
by:
Virgilio F. De Leon Jr.
A couple of weeks back a lot of people were talking about rumors of a win condition involving all ten guild gates...well here is that win condition.
Maze's end.A land that comes into play tapped , something that you could use in the early turns (it does give you one colorless mana) to churn out Gatecreeper vines , get guild gates and play them.
This land by itself also gives you the ability to fetch other guild gates and allows you to win the game when you have completed laying all ten of them on the battlefield. Its not the easiest win condition but it is a rather exciting diversion to the normal path that we usually use to achieve victory. Think of it as a rather expensive thawing glaciers for guild gates.
Some suggestions when trying to win with this card...
In Modern and EDH always play Green! Since green will always allow you to mana ramp your way into these lands. It is better to ramp than not to ramp , if that is your question.
Sylvan scrying - can fetch you any land especially the land that you may already be lacking.
Crop Rotation - allows you to exchange one of your lands in play to one that is in your library.Seems like a fair trade if you ask me.
Reap and Sow - destroying one of your opponents lands while getting you another guildgate? fantastic.
Of course with all the tectonic edges , strip mines and ghost quarters lurking in all the EDH decks in circulation some of your lands are destined to go to the grave. We need a course of action for that as well.
Life from the Loam - Another green card that lets you recoup 3 lands from your graveyard and with the dredge mechanic allows you to do it way faster than your opponents could destroy your lands.
Noxious revival - allows you to put one card from your graveyard on top of your library at instant speed. Especially helpful if you have an Oracle of Mul daya already in play and if you haven't already put in your extra Land Drop for the turn.
Thespians Stage - To be on the safe side as well you might consider having this land as well , it can copy a Guild gate that is being destroyed at the moment . I am speaking from an EDH point of view and it is rather hard to have your lone copy of a card exiled or obliterated beyond reach.
Crucible of worlds - In the odd case that you encounter a Land Destruction EDH deck this card will simply save everything. You can allow the lands to fall to the graveyard and play it from there as if they were from your hand.
Creatures you might want to include for the accelaration are:
Gatecreeper Vines - One of the best commons to come out of this set. It not only allows you to mana fix but get any particular guild gate from your 100 card library.
Oracle of Muldaya - She allows you to play land directly from your library and gives you an additional land play as well. 2 Guildgates per turn when you have them in your hand or on top of your library? Not bad at all.
Oracle of Muldaya - She allows you to play land directly from your library and gives you an additional land play as well. 2 Guildgates per turn when you have them in your hand or on top of your library? Not bad at all.
Azusa , Lost but Seeking - At the mana cost of 3 , you could easily cast her faster than the Oracle and start putting in 2 lands per turn.
With all this being said , it would be nice to see a Land Assault EDH deck that works , this might be an alternate condition only but it really is worth a shot. This is what makes magic such a wonderful game , it is never stagnant and continues to find ways to make even the older players come back.
This Land EDH deck still needs some work so it is now back to the lab....
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