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Commander
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Commanders_Intent

174 views2 days ago
Commander
Size: 100Salt sum: 29.64

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{"ops":[{"insert":{"image":"https://i.imgur.com/hD6SCGT.png"}},{"attributes":{"header":1},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"MISSION:"},{"insert":" Win with Gate #10 while Ramos and the board draw fire.\n "},{"attributes":{"bold":true},"insert":"MAIN EFFORT:"},{"insert":" Maze’s End.\n "},{"attributes":{"bold":true},"insert":"SUPPORTING EFFORT:"},{"insert":" Make everything else look more dangerous.\n "},{"attributes":{"bold":true},"insert":"END STATE:"},{"insert":" “Wait…how many Gates do you have?”\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Ramos, Dragon Engine // Maze's End"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"BRACKET:"},{"insert":" Core // 2\n"},{"attributes":{"bold":true},"insert":"MISSION TYPE:"},{"insert":" Alternate Win Condition / Five-Color Value\n"},{"attributes":{"bold":true},"insert":"PRIMARY OBJECTIVE:"},{"insert":" Make everyone worry about literally anything except the lands.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"SITUATION"},{"attributes":{"header":1},"insert":"\n"},{"insert":"There is a giant Dragon on the battlefield.\nIt keeps getting bigger.\nTatyova is drawing cards.\nRampaging Baloths is making 4/4s.\nOvika is vomiting Goblins onto the table.\nDarksteel Colossus would very much like to discuss your life total.\nNaturally, everyone starts looking at those things.\nPerfect.\nBecause none of them are the Main Effort.\n\nMISSION"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Assemble ten differently named Gates and activate "},{"attributes":{"bold":true},"insert":"Maze's End"},{"insert":".\nPreferably while the table is spending its removal, attention, and emotional energy dealing with everything else.\nThe deck is intentionally built with multiple credible threats so Maze's End doesn't have to carry the entire game.\nIf they stop the Gates, we kill them another way.\nIf they stop the creatures, we keep laying terrain.\nIf they try to do both?\nThat's their problem.\n\nCOMMANDER'S INTENT"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nPURPOSE"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Force the table to respond to several legitimate threats while quietly advancing an alternate win condition through the mana base.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"METHOD"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Main Effort:"},{"insert":"\nMaze's End + ten uniquely named Gates.\n"},{"attributes":{"bold":true},"insert":"Supporting Effort:"},{"insert":"\nRamos, landfall engines, token production, giant creatures, and overwhelming mana.\n"},{"attributes":{"bold":true},"insert":"Key Enablers:"},{"insert":"\nRamp, card advantage, and the ability to recover critical lands.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"END STATE"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Everyone spent the game worried about the Dragon.\n"},{"attributes":{"bold":true},"insert":"Gate #10 enters anyway."},{"insert":"\n\n🎯 MAIN EFFORT // GATE #10"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Maze's End is the real operation.\nThe important cards are:\n"},{"attributes":{"bold":true},"insert":"Expedition Map"},{"insert":"\nFinds Maze's End.\n"},{"attributes":{"bold":true},"insert":"Open the Gates"},{"insert":"\nFinds the specific Gate we need.\n"},{"attributes":{"bold":true},"insert":"Circuitous Route"},{"insert":"\nOne of the best cards in the deck because it can advance the operation by two Gates at once.\n"},{"attributes":{"bold":true},"insert":"Gateway Sneak"},{"insert":"\nTurns Gates into card advantage and gives the Gate package a believable secondary purpose.\n"},{"attributes":{"bold":true},"insert":"Archway Angel"},{"insert":"\nTurns a developed Gate board into a huge life swing.\n"},{"attributes":{"bold":true},"insert":"Gate Colossus"},{"insert":"\nMakes it look like the Gates exist to support an enormous robot.\nLet them believe that.\n\n⚙️ SCHEME OF MANEUVER"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nPHASE I // DON'T LOOK INTERESTING"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Turns 1–3"},{"insert":"\nFix colors.\nRamp.\nPlay Gates when they make sense.\nDevelop green mana.\nDo not sacrifice a functioning hand just because it contains Maze's End.\nWe are building an engine first.\nIdeal early pieces:\nLlanowar Elves"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Arbor Elf"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Bushwhack"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Farseek"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Springleaf Drum"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Guildgates that fix missing colors"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"At this stage, we're just the slightly suspicious five-color player.\n\nPHASE II // GIVE THEM SOMETHING ELSE TO SHOOT"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Turns 4–6"},{"insert":"\nDeploy legitimate threats.\nThis is where Ramos becomes important.\nA growing flying commander demands attention.\nSo does:\n"},{"attributes":{"bold":true},"insert":"Tatyova"},{"insert":" — cards and life from lands.\n"},{"attributes":{"bold":true},"insert":"Rampaging Baloths"},{"insert":" — 4/4s from lands.\n"},{"attributes":{"bold":true},"insert":"Felidar Retreat"},{"insert":" — Cats or an increasingly dangerous army.\n"},{"attributes":{"bold":true},"insert":"Primeval Bounty"},{"insert":" — value from almost everything we cast.\n"},{"attributes":{"bold":true},"insert":"Drogskol Reaver"},{"insert":" — flying double-strike lifelink card advantage.\nThe more urgent the battlefield looks, the less attention gets paid to individual tapped lands entering.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"PHASE III // SHAPE THE BATTLEFIELD"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Turns 6–8"},{"insert":"\nNow start counting.\nNot out loud.\nAt roughly "},{"attributes":{"bold":true},"insert":"6–7 unique Gates"},{"insert":", the alternate win condition stops being theoretical.\nAsk:\nWhere is Maze's End?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Which Gates are missing?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Is Circuitous Route still available?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Do I have Open the Gates?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Can Maze survive one turn cycle?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Can Ramos generate the mana needed to accelerate the finish?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Continue presenting threats.\nDo not tunnel-vision onto Maze's End if killing someone with creatures is easier.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"☠️ DECISIVE ACTION"},{"attributes":{"header":1},"insert":"\n"},{"insert":"At "},{"attributes":{"bold":true},"insert":"eight Gates"},{"insert":", we can become extremely dangerous.\nLINE ONE"},{"attributes":{"header":3},"insert":"\n"},{"insert":"8 Gates\n→ Open the Gates finds #9\n→ play #9\n→ Maze's End activation finds #10\n→ game over\nLINE TWO"},{"attributes":{"header":3},"insert":"\n"},{"insert":"8 Gates\n→ Circuitous Route finds #9 and #10\n→ Maze's End activation checks the battlefield\n→ game over\nLINE THREE"},{"attributes":{"header":3},"insert":"\n"},{"insert":"9 Gates\n→ untapped Maze's End\n→ activate\n→ fetch missing Gate #10\n→ game over\n\nThe objective is not to advertise that we are approaching the finish.\nThe objective is to make the transition from:\n"},{"attributes":{"bold":true},"insert":"\"He's playing a lot of Gates.\""},{"insert":"\nto:\n"},{"attributes":{"bold":true},"insert":"\"Wait. How many Gates is that?\""},{"insert":"\nhappen approximately one priority pass too late.\n\n⚔️ SUPPORTING EFFORT // THE DISTRACTIONS"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The backup plans are not fake.\nRAMOS"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Every multicolored spell grows Ramos.\nFive counters become an enormous burst of colored mana.\nThat mana can fuel huge turns, develop several threats at once, or help fund the Maze's End finish.\nRamos can also simply kill someone through commander damage.\nIf opponents spend removal on him?\nMission accomplished.\nLAND WARFARE"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Tatyova"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Lands become cards and life.\nRampaging Baloths"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Lands become 4/4 Beasts.\nFelidar Retreat"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Lands become Cats or permanent army-wide growth.\nTatyova + Drogskol Reaver"},{"attributes":{"header":3},"insert":"\n"},{"insert":"A land entering can produce an absurd amount of card advantage.\nAt that point we are completely capable of winning a normal game of Magic.\nOvika"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Ovika turns noncreature spells into hasty Goblins.\nIf the table ignores her, she can create an army almost accidentally.\nIf the table immediately removes her?\nExcellent.\nThat's removal that didn't target something relevant to Gate #10.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"💥 FIRES"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Removal is not ammunition to spray randomly.\nUse it to protect the operation.\nPriority targets:\n"},{"attributes":{"bold":true},"insert":"1. Something about to win the game."},{"insert":"\n"},{"attributes":{"bold":true},"insert":"2. Something capable of repeatedly destroying or locking down our lands."},{"insert":"\n"},{"attributes":{"bold":true},"insert":"3. Something preventing our backup threats from applying meaningful pressure."},{"insert":"\nEverything else can fight amongst itself.\nWe are not the table police.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"🛡️ FORCE PROTECTION"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Critical terrain can be recovered.\n"},{"attributes":{"bold":true},"insert":"Deadly Brew"},{"insert":" can help recover a destroyed permanent.\n"},{"attributes":{"bold":true},"insert":"Invasion of Tolvada"},{"insert":" provides another route to recover important permanents.\n"},{"attributes":{"bold":true},"insert":"Echoing Deeps"},{"insert":" gives us another way to exploit a critical land in a graveyard.\nIf Maze's End gets destroyed, the operation is damaged.\nIt is not necessarily over.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"BRANCHES & SEQUELS"},{"attributes":{"header":1},"insert":"\n"},{"insert":"IF THEY IDENTIFY MAZE'S END EARLY"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Stop pretending.\nPressure them.\nRamos.\nBaloths.\nOvika.\nColossus.\nForce them to choose between holding resources for the land plan and surviving the battlefield.\nIF THEY DESTROY RAMOS"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Fine.\nRamos was Supporting Effort.\nContinue developing lands and value engines.\nIF THEY WIPE THE CREATURES"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Even better than it looks.\nOur primary win condition is sitting in the mana base.\nRebuild only enough board presence to force attention away from the lands again.\nIF THE GATE PLAN IS DEAD"},{"attributes":{"header":2},"insert":"\n"},{"insert":"We still have:\nRamos commander damage"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Rampaging Baloths"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Felidar Retreat"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Ovika token swarms"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Steel Hellkite"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Darksteel Colossus"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"giant value creatures"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"enormous mana generation"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The deck doesn't need permission to play normal Magic.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"RULES OF ENGAGEMENT"},{"attributes":{"header":1},"insert":"\n"},{"insert":"DON'T announce the Gate count for everyone."},{"attributes":{"header":3},"insert":"\n"},{"insert":"The cards are public information.\nYou are not obligated to conduct enemy intelligence preparation for them.\nDON'T keep a bad opening hand because it contains Maze's End."},{"attributes":{"header":3},"insert":"\n"},{"insert":"The engine matters more.\nDON'T force the alternate win when combat can simply end the game."},{"attributes":{"header":3},"insert":"\n"},{"insert":"A win is a win.\nDON'T remove random creatures just because you can."},{"attributes":{"header":3},"insert":"\n"},{"insert":"Preserve interaction for actual problems.\nDO make the battlefield look dangerous."},{"attributes":{"header":3},"insert":"\n"},{"insert":"The best protection spell for Maze's End is sometimes a completely unrelated permanent everyone desperately wants to kill.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"OPENING HAND GUIDANCE"},{"attributes":{"header":1},"insert":"\n"},{"insert":"KEEP"},{"attributes":{"header":3},"insert":"\n"},{"insert":"3–4 lands.\nGreen access.\nAt least one ramp/fixing piece.\nAt least one meaningful early or midgame play.\nSTRONGLY CONSIDER SHIPPING"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Two lands with no ramp.\nHands full of expensive finishers.\nHands that technically have five colors but can't cast anything useful.\nMaze's End plus Gates but no actual development.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"THREAT ASSESSMENT"},{"attributes":{"header":1},"insert":"\n"},{"insert":"PROTECT"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"1. Tatyova"},{"insert":" when she's actively fueling the hand.\n"},{"attributes":{"bold":true},"insert":"2. Ramos"},{"insert":" when he's about to generate a huge mana advantage or kill through commander damage.\n"},{"attributes":{"bold":true},"insert":"3. Critical Gate-search pieces"},{"insert":" once we're near the finish.\nEXPENDABLE"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Most incidental creatures once they've generated their value.\nThe battlefield is supporting the operation.\nIt is not the operation.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"WIN CONDITIONS"},{"attributes":{"header":1},"insert":"\n"},{"insert":"WIN 1 // GATE #10"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Maze's End.\nThe reason we're here.\nWIN 2 // DRAGON PROBLEM"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Ramos becomes enormous and kills through commander damage.\nWIN 3 // LAND SUPERIORITY"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Baloths + Retreat + repeated land drops create an army too large to contain.\nWIN 4 // OVERWHELMING FORCE"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Ovika, Colossus, Steel Hellkite and the rest of the top end simply overpower the table.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"DESIRED END STATE"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Ramos is enormous.\nThe battlefield is chaos.\nEveryone has spent ten minutes figuring out which creature needs to die first.\nYou untap.\nLook at the lands.\nCount once.\nThen:\n"},{"attributes":{"bold":true},"insert":"Gate #10."},{"insert":"\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"COMMANDER'S INTENT"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"bold":true},"insert":"Purpose. Violence. Cardboard."},{"insert":"\n"}]}

Commander

Qty: 1 Price: $1.49
Ramos, Dragon Engine
Flying
Whenever you cast a spell, put a +1/+1 counter on Ramos for each of that spell's colors.
Remove five +1/+1 counters from Ramos: Add
. Activate only once each turn.
Legendary Creature Artifact - Dragon
Ramos, Dragon Engine (fdn) 678

Commander

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☠️ DECISIVE ACTION (Cards that actually end games)

Qty: 4 Price: $3.56
Darksteel Colossus
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Indestructible (Damage and effects that say "destroy" don't destroy this creature.)
If Darksteel Colossus would be put into a graveyard from anywhere, reveal Darksteel Colossus and shuffle it into its owner's library instead.
Creature Artifact - Golem
Darksteel Colossus (fdn) 671
Lavalanche
Lavalanche deals X damage to target player or planeswalker and each creature that player or that planeswalker's controller controls.
Sorcery
Lavalanche (dmc) 157
Rite of Replication
Kicker
(You may pay an additional
as you cast this spell.)
Create a token that's a copy of target creature. If this spell was kicked, create five of those tokens instead.
Sorcery
Rite of Replication (soc) 202
Steel Hellkite
Flying
: This creature gets +1/+0 until end of turn.
: Destroy each nonland permanent with mana value X whose controller was dealt combat damage by this creature this turn. Activate only once each turn.
Creature Artifact - Dragon
Steel Hellkite (fdn) 681

☠️ DECISIVE ACTION (Cards that actually end games)

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⚔️ SUPPORTING EFFORT (Secondary engine / alternate pressure)

Qty: 9 Price: $28.81
Basilisk Collar
Equipped creature has deathtouch and lifelink. (Any amount of damage it deals to a creature is enough to destroy it. Damage dealt by this creature also causes you to gain that much life.)
Equip
(
: Attach to target creature you control. Equip only as a sorcery.)
Artifact - Equipment
Basilisk Collar (fdn) 669
Felidar Retreat
Landfall — Whenever a land you control enters, choose one —
• Create a 2/2 white Cat Beast creature token.
• Put a +1/+1 counter on each creature you control. Those creatures gain vigilance until end of turn.
Enchantment
Felidar Retreat (fdn) 574
Immersturm Predator
Flying
Whenever this creature becomes tapped, exile up to one target card from a graveyard and put a +1/+1 counter on this creature.
Sacrifice another creature: This creature gains indestructible until end of turn. Tap it.
Creature - Vampire Dragon
Immersturm Predator (fdn) 660
Into the Roil
Kicker
(You may pay an additional
as you cast this spell.)
Return target nonland permanent to its owner's hand. If this spell was kicked, draw a card.
Instant
Into the Roil (fdn) 509
Ovika, Enigma Goliath
Flying
Ward—
, Pay 3 life.
Whenever you cast a noncreature spell, create X 1/1 red Phyrexian Goblin creature tokens, where X is the mana value of that spell. They gain haste until end of turn.
Legendary Creature - Nightmare Phyrexian
Ovika, Enigma Goliath (fdn) 663
Primal Vigor
If one or more tokens would be created, twice that many of those tokens are created instead.
If one or more +1/+1 counters would be put on a creature, twice that many +1/+1 counters are put on that creature instead.
Enchantment
Primal Vigor (c13) 162
Primeval Bounty
Whenever you cast a creature spell, create a 3/3 green Beast creature token.
Whenever you cast a noncreature spell, put three +1/+1 counters on target creature you control.
Landfall — Whenever a land you control enters, you gain 3 life.
Enchantment
Primeval Bounty (fdn) 644
Rampaging Baloths
Trample
Landfall — Whenever a land you control enters, create a 4/4 green Beast creature token.
Creature - Beast
Rampaging Baloths (eoc) 104
Savage Ventmaw
Flying
Whenever this creature attacks, add
. Until end of turn, you don't lose this mana as steps and phases end.
Creature - Dragon
Savage Ventmaw (fdn) 665

⚔️ SUPPORTING EFFORT (Secondary engine / alternate pressure)

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⚙️ MANEUVER (Ramp / fixing / acceleration)

Qty: 12 Price: $14.44
Arbor Elf
: Untap target Forest.
Creature - Elf Druid
Arbor Elf (a25) 160
Burnished Hart
, Sacrifice this creature: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Creature Artifact - Elk
Burnished Hart (fdn) 250
Bushwhack
Choose one —
• Search your library for a basic land card, reveal it, put it into your hand, then shuffle.
• Target creature you control fights target creature you don't control. (Each deals damage equal to its power to the other.)
Sorcery
Bushwhack (fdn) 215
Cultivator's Caravan
: Add one mana of any color.
Crew 3 (Tap any number of creatures you control with total power 3 or more: This Vehicle becomes an artifact creature until end of turn.)
Artifact - Vehicle
Cultivator's Caravan (drc) 127
Farseek
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
Sorcery
Farseek (tdc) 255
Gilded Lotus
: Add three mana of any one color.
Artifact
Gilded Lotus (blc) 271
Hedron Archive
: Add
.
,
, Sacrifice this artifact: Draw two cards.
Artifact
Hedron Archive (blc) 275
Kami of Whispered Hopes
If one or more +1/+1 counters would be put on a permanent you control, that many plus one +1/+1 counters are put on that permanent instead.
: Add X mana of any one color, where X is this creature's power.
Creature - Spirit
Kami of Whispered Hopes (soc) 273
Llanowar Elves
: Add
.
Creature - Elf Druid
Llanowar Elves (fdn) 227
Springbloom Druid
When this creature enters, you may sacrifice a land. If you do, search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.
Creature - Elf Druid
Springbloom Druid (tdc) 271
Springleaf Drum
, Tap an untapped creature you control: Add one mana of any color.
Artifact
Springleaf Drum (ecl) 260
Vastwood Surge
Kicker
(You may pay an additional
as you cast this spell.)
Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle. If this spell was kicked, put two +1/+1 counters on each creature you control.
Sorcery
Vastwood Surge (nec) 133

⚙️ MANEUVER (Ramp / fixing / acceleration)

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🎯 MAIN EFFORT (Actual deck objective / core engine)

Qty: 7 Price: $8.37
Archway Angel
Flying
When this creature enters, you gain 2 life for each Gate you control.
Creature - Angel
Archway Angel (fdn) 566
Circuitous Route
Search your library for up to two basic land cards and/or Gate cards, put them onto the battlefield tapped, then shuffle.
Sorcery
Circuitous Route (fdn) 635
Expedition Map
,
, Sacrifice this artifact: Search your library for a land card, reveal it, put it into your hand, then shuffle.
Artifact
Expedition Map (m3c) 292
Gate Colossus
Affinity for Gates (This spell costs
less to cast for each Gate you control.)
This creature can't be blocked by creatures with power 2 or less.
Whenever a Gate you control enters, you may put this card from your graveyard on top of your library.
Creature Artifact - Construct
Gate Colossus (fdn) 675
Gateway Sneak
Whenever a Gate you control enters, this creature can't be blocked this turn.
Whenever this creature deals combat damage to a player, draw a card.
Creature - Rogue Vedalken
Gateway Sneak (fdn) 592
Maze's End
This land enters tapped.
: Add
.
,
, Return this land to its owner's hand: Search your library for a Gate card, put it onto the battlefield, then shuffle. If you control ten or more Gates with different names, you win the game.
Land
Maze's End (dgm) 152
Open the Gates
Search your library for a basic land card or Gate card, reveal it, put it into your hand, then shuffle.
Sorcery
Open the Gates (rvr) 151

🎯 MAIN EFFORT (Actual deck objective / core engine)

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💥 FIRES (Removal and disruption)

Qty: 13 Price: $10.39
Aetherize
Return all attacking creatures to their owner's hand.
Instant
Aetherize (fdn) 151
Extinction Event
Choose odd or even. Exile each creature with mana value of the chosen quality. (Zero is even.)
Sorcery
Extinction Event (mar) 65
Feed the Swarm
Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent's mana value.
Sorcery
Feed the Swarm (tdc) 180
Hero's Downfall
Destroy target creature or planeswalker.
Instant
Hero's Downfall (fdn) 175
Legions to Ashes
Exile target nonland permanent an opponent controls and all tokens that player controls with the same name as that permanent.
Sorcery
Legions to Ashes (bro) 215
Maelstrom Pulse
Destroy target nonland permanent and all other permanents with the same name as that permanent.
Sorcery
Maelstrom Pulse (fdn) 661
Mortify
Destroy target creature or enchantment.
Instant
Mortify (fdn) 662
Reclamation Sage
When this creature enters, you may destroy target artifact or enchantment.
Creature - Elf Shaman
Reclamation Sage (fdn) 340
River's Rebuke
Return all nonland permanents target player controls to their owner's hand.
Sorcery
River's Rebuke (fdn) 595
Scavenging Ooze
: Exile target card from a graveyard. If it was a creature card, put a +1/+1 counter on this creature and you gain 1 life.
Creature - Ooze
Scavenging Ooze (fdn) 232
Stroke of Midnight
Destroy target nonland permanent. Its controller creates a 1/1 white Human creature token.
Instant
Stroke of Midnight (tdc) 132
Sunfall
Exile all creatures. Incubate X, where X is the number of creatures exiled this way. (Create an Incubator token with X +1/+1 counters on it and "
: Transform this token." It transforms into a 0/0 Phyrexian artifact creature.)
Sorcery
Sunfall (mom) 40
Trygon Predator
Flying
Whenever this creature deals combat damage to a player, you may destroy target artifact or enchantment that player controls.
Creature - Beast
Trygon Predator (fdn) 667

💥 FIRES (Removal and disruption)

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📡 INTELLIGENCE (Draw / selection / information)

Qty: 10 Price: $6.26
Chart a Course
Draw two cards. Then discard a card unless you attacked this turn.
Sorcery
Chart a Course (fdn) 586
Cloudblazer
Flying
When this creature enters, you gain 2 life and draw two cards.
Creature - Human Scout
Cloudblazer (fdn) 653
Dictate of Kruphix
Flash (You may cast this spell any time you could cast an instant.)
At the beginning of each player's draw step, that player draws an additional card.
Enchantment
Dictate of Kruphix (fdn) 587
Drogskol Reaver
Flying
Double strike (This creature deals both first-strike and regular combat damage.)
Lifelink (Damage dealt by this creature also causes you to gain that much life.)
Whenever you gain life, draw a card.
Creature - Spirit
Drogskol Reaver (fdn) 655
Finale of Revelation
Draw X cards. If X is 10 or more, instead shuffle your graveyard into your library, draw X cards, untap up to five lands, and you have no maximum hand size for the rest of the game.
Exile Finale of Revelation.
Sorcery
Finale of Revelation (fdn) 589
Mazemind Tome
, Put a page counter on this artifact: Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
,
, Put a page counter on this artifact: Draw a card.
When there are four or more page counters on this artifact, exile it. If you do, you gain 4 life.
Artifact - Book
Mazemind Tome (fdn) 676
Prime Speaker Zegana
Prime Speaker Zegana enters with X +1/+1 counters on it, where X is the greatest power among other creatures you control.
When Prime Speaker Zegana enters, draw cards equal to its power.
Legendary Creature - Wizard Merfolk
Prime Speaker Zegana (fdn) 664
Sphinx of Uthuun
Flying
When this creature enters, reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.
Creature - Sphinx
Sphinx of Uthuun (cmr) 406
Staff of Nin
At the beginning of your upkeep, draw a card.
: This artifact deals 1 damage to any target.
Artifact
Staff of Nin (cm2) 221
Tatyova, Benthic Druid
Landfall — Whenever a land you control enters, you gain 1 life and draw a card.
Legendary Creature - Druid Merfolk
Tatyova, Benthic Druid (fdn) 247

📡 INTELLIGENCE (Draw / selection / information)

(CTRL to add secondary)

🗺️ TERRAIN (Mana base)

Qty: 38 Price: $18.16
Azorius Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Azorius Guildgate (fdn) 683
Base Camp
This land enters tapped.
: Add
.
: Add one mana of any color. Spend this mana only to cast a Cleric, Rogue, Warrior, or Wizard spell or to activate an ability of a Cleric, Rogue, Warrior, or Wizard.
Land
Base Camp (znr) 257
Boros Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Boros Guildgate (fdn) 684
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (m3c) 331
Dimir Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Dimir Guildgate (fdn) 688
Evolving Wilds
, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.
Land
Evolving Wilds (ecl) 264
Forest
(
: Add
.)
Basic Land - Forest
Forest (sos) 280
Golgari Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Golgari Guildgate (fdn) 689
Gruul Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Gruul Guildgate (fdn) 690
Island
(
: Add
.)
Basic Land - Island
Island (sos) 274
Izzet Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Izzet Guildgate (fdn) 691
Mountain
(
: Add
.)
Basic Land - Mountain
Mountain (sos) 278
Orzhov Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Orzhov Guildgate (fdn) 692
Perilous Landscape
: Add
.
, Sacrifice this land: Search your library for a basic Island, Mountain, or Plains card, put it onto the battlefield tapped, then shuffle.
Cycling
(
, Discard this card: Draw a card.)
Land
Perilous Landscape (tdc) 383
Plains
(
: Add
.)
Basic Land - Plains
Plains (sos) 272
Rakdos Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Rakdos Guildgate (fdn) 693
Rogue's Passage
: Add
.
,
: Target creature can't be blocked this turn.
Land
Rogue's Passage (soc) 400
Seaside Citadel
This land enters tapped.
: Add
,
, or
.
Land
Seaside Citadel (ecc) 166
Selesnya Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Selesnya Guildgate (fdn) 694
Simic Guildgate
This land enters tapped.
: Add
or
.
Land - Gate
Simic Guildgate (fdn) 695
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (sos) 276
Temple of Deceit
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add
or
.
Land
Temple of Deceit (fdn) 697
Temple of Enlightenment
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add
or
.
Land
Temple of Enlightenment (eoc) 186
Temple of Epiphany
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add
or
.
Land
Temple of Epiphany (soc) 412
Temple of Malady
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add
or
.
Land
Temple of Malady (soc) 413
Temple of Malice
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add
or
.
Land
Temple of Malice (fdn) 701
Temple of Mystery
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add
or
.
Land
Temple of Mystery (soc) 414
Temple of Plenty
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add
or
.
Land
Temple of Plenty (tdc) 405
Temple of Triumph
This land enters tapped.
When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.)
: Add
or
.
Land
Temple of Triumph (soc) 417
Thriving Grove
This land enters tapped. As it enters, choose a color other than green.
: Add
or one mana of the chosen color.
Land
Thriving Grove (ecc) 171
Thriving Heath
This land enters tapped. As it enters, choose a color other than white.
: Add
or one mana of the chosen color.
Land
Thriving Heath (ecc) 172
Thriving Moor
This land enters tapped. As it enters, choose a color other than black.
: Add
or one mana of the chosen color.
Land
Thriving Moor (ecc) 174

🗺️ TERRAIN (Mana base)

(CTRL to add secondary)

🛡️ FORCE PROTECTION (Protection / recursion / recovery)

Qty: 6 Price: $11.86
Boros Charm
Choose one —
• Boros Charm deals 4 damage to target player or planeswalker.
• Permanents you control gain indestructible until end of turn.
• Target creature gains double strike until end of turn.
Instant
Boros Charm (otc) 216
Deadly Brew
Each player sacrifices a creature or planeswalker of their choice. If you sacrificed a permanent this way, you may return another permanent card from your graveyard to your hand.
Sorcery
Deadly Brew (soc) 303
Echoing Deeps
You may have this land enter tapped as a copy of any land card in a graveyard, except it's a Cave in addition to its other types.
: Add
.
Land - Cave
Echoing Deeps (lci) 271
Invasion of Tolvada
(As a Siege enters, choose an opponent to protect it. You and others can attack it. When it's defeated, exile it, then cast it transformed.)
When this Siege enters, return target nonbattle permanent card from your graveyard to the battlefield.
Battle - Siege
Invasion of Tolvada // The Broken Sky (mom) 241Invasion of Tolvada // The Broken Sky (mom) 241
Snakeskin Veil
Put a +1/+1 counter on target creature you control. It gains hexproof until end of turn. (It can't be the target of spells or abilities your opponents control.)
Instant
Snakeskin Veil (fdn) 233
Valorous Stance
Choose one —
• Target creature gains indestructible until end of turn. (Damage and effects that say "destroy" don't destroy it.)
• Destroy target creature with toughness 4 or greater.
Instant
Valorous Stance (otc) 88

🛡️ FORCE PROTECTION (Protection / recursion / recovery)

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Deck Info

Deck stats

12 pips - 11 cards
21 mana - 18 cards
21 pips - 15 cards
21 mana - 18 cards
11 pips - 10 cards
20 mana - 17 cards
5 pips - 5 cards
21 mana - 16 cards
24 pips - 22 cards
27 mana - 22 cards
0 pips - 0 cards
7 mana - 6 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)

Description

{"ops":[{"insert":{"image":"https://i.imgur.com/hD6SCGT.png"}},{"attributes":{"header":1},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"MISSION:"},{"insert":" Win with Gate #10 while Ramos and the board draw fire.\n "},{"attributes":{"bold":true},"insert":"MAIN EFFORT:"},{"insert":" Maze’s End.\n "},{"attributes":{"bold":true},"insert":"SUPPORTING EFFORT:"},{"insert":" Make everything else look more dangerous.\n "},{"attributes":{"bold":true},"insert":"END STATE:"},{"insert":" “Wait…how many Gates do you have?”\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Ramos, Dragon Engine // Maze's End"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"BRACKET:"},{"insert":" Core // 2\n"},{"attributes":{"bold":true},"insert":"MISSION TYPE:"},{"insert":" Alternate Win Condition / Five-Color Value\n"},{"attributes":{"bold":true},"insert":"PRIMARY OBJECTIVE:"},{"insert":" Make everyone worry about literally anything except the lands.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"SITUATION"},{"attributes":{"header":1},"insert":"\n"},{"insert":"There is a giant Dragon on the battlefield.\nIt keeps getting bigger.\nTatyova is drawing cards.\nRampaging Baloths is making 4/4s.\nOvika is vomiting Goblins onto the table.\nDarksteel Colossus would very much like to discuss your life total.\nNaturally, everyone starts looking at those things.\nPerfect.\nBecause none of them are the Main Effort.\n\nMISSION"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Assemble ten differently named Gates and activate "},{"attributes":{"bold":true},"insert":"Maze's End"},{"insert":".\nPreferably while the table is spending its removal, attention, and emotional energy dealing with everything else.\nThe deck is intentionally built with multiple credible threats so Maze's End doesn't have to carry the entire game.\nIf they stop the Gates, we kill them another way.\nIf they stop the creatures, we keep laying terrain.\nIf they try to do both?\nThat's their problem.\n\nCOMMANDER'S INTENT"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nPURPOSE"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Force the table to respond to several legitimate threats while quietly advancing an alternate win condition through the mana base.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"METHOD"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"Main Effort:"},{"insert":"\nMaze's End + ten uniquely named Gates.\n"},{"attributes":{"bold":true},"insert":"Supporting Effort:"},{"insert":"\nRamos, landfall engines, token production, giant creatures, and overwhelming mana.\n"},{"attributes":{"bold":true},"insert":"Key Enablers:"},{"insert":"\nRamp, card advantage, and the ability to recover critical lands.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"END STATE"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Everyone spent the game worried about the Dragon.\n"},{"attributes":{"bold":true},"insert":"Gate #10 enters anyway."},{"insert":"\n\n🎯 MAIN EFFORT // GATE #10"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Maze's End is the real operation.\nThe important cards are:\n"},{"attributes":{"bold":true},"insert":"Expedition Map"},{"insert":"\nFinds Maze's End.\n"},{"attributes":{"bold":true},"insert":"Open the Gates"},{"insert":"\nFinds the specific Gate we need.\n"},{"attributes":{"bold":true},"insert":"Circuitous Route"},{"insert":"\nOne of the best cards in the deck because it can advance the operation by two Gates at once.\n"},{"attributes":{"bold":true},"insert":"Gateway Sneak"},{"insert":"\nTurns Gates into card advantage and gives the Gate package a believable secondary purpose.\n"},{"attributes":{"bold":true},"insert":"Archway Angel"},{"insert":"\nTurns a developed Gate board into a huge life swing.\n"},{"attributes":{"bold":true},"insert":"Gate Colossus"},{"insert":"\nMakes it look like the Gates exist to support an enormous robot.\nLet them believe that.\n\n⚙️ SCHEME OF MANEUVER"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nPHASE I // DON'T LOOK INTERESTING"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Turns 1–3"},{"insert":"\nFix colors.\nRamp.\nPlay Gates when they make sense.\nDevelop green mana.\nDo not sacrifice a functioning hand just because it contains Maze's End.\nWe are building an engine first.\nIdeal early pieces:\nLlanowar Elves"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Arbor Elf"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Bushwhack"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Farseek"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Springleaf Drum"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Guildgates that fix missing colors"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"At this stage, we're just the slightly suspicious five-color player.\n\nPHASE II // GIVE THEM SOMETHING ELSE TO SHOOT"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Turns 4–6"},{"insert":"\nDeploy legitimate threats.\nThis is where Ramos becomes important.\nA growing flying commander demands attention.\nSo does:\n"},{"attributes":{"bold":true},"insert":"Tatyova"},{"insert":" — cards and life from lands.\n"},{"attributes":{"bold":true},"insert":"Rampaging Baloths"},{"insert":" — 4/4s from lands.\n"},{"attributes":{"bold":true},"insert":"Felidar Retreat"},{"insert":" — Cats or an increasingly dangerous army.\n"},{"attributes":{"bold":true},"insert":"Primeval Bounty"},{"insert":" — value from almost everything we cast.\n"},{"attributes":{"bold":true},"insert":"Drogskol Reaver"},{"insert":" — flying double-strike lifelink card advantage.\nThe more urgent the battlefield looks, the less attention gets paid to individual tapped lands entering.\n"},{"attributes":{"header":2},"insert":"\n"},{"insert":"PHASE III // SHAPE THE BATTLEFIELD"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"Turns 6–8"},{"insert":"\nNow start counting.\nNot out loud.\nAt roughly "},{"attributes":{"bold":true},"insert":"6–7 unique Gates"},{"insert":", the alternate win condition stops being theoretical.\nAsk:\nWhere is Maze's End?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Which Gates are missing?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Is Circuitous Route still available?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Do I have Open the Gates?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Can Maze survive one turn cycle?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Can Ramos generate the mana needed to accelerate the finish?"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Continue presenting threats.\nDo not tunnel-vision onto Maze's End if killing someone with creatures is easier.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"☠️ DECISIVE ACTION"},{"attributes":{"header":1},"insert":"\n"},{"insert":"At "},{"attributes":{"bold":true},"insert":"eight Gates"},{"insert":", we can become extremely dangerous.\nLINE ONE"},{"attributes":{"header":3},"insert":"\n"},{"insert":"8 Gates\n→ Open the Gates finds #9\n→ play #9\n→ Maze's End activation finds #10\n→ game over\nLINE TWO"},{"attributes":{"header":3},"insert":"\n"},{"insert":"8 Gates\n→ Circuitous Route finds #9 and #10\n→ Maze's End activation checks the battlefield\n→ game over\nLINE THREE"},{"attributes":{"header":3},"insert":"\n"},{"insert":"9 Gates\n→ untapped Maze's End\n→ activate\n→ fetch missing Gate #10\n→ game over\n\nThe objective is not to advertise that we are approaching the finish.\nThe objective is to make the transition from:\n"},{"attributes":{"bold":true},"insert":"\"He's playing a lot of Gates.\""},{"insert":"\nto:\n"},{"attributes":{"bold":true},"insert":"\"Wait. How many Gates is that?\""},{"insert":"\nhappen approximately one priority pass too late.\n\n⚔️ SUPPORTING EFFORT // THE DISTRACTIONS"},{"attributes":{"header":1},"insert":"\n"},{"insert":"The backup plans are not fake.\nRAMOS"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Every multicolored spell grows Ramos.\nFive counters become an enormous burst of colored mana.\nThat mana can fuel huge turns, develop several threats at once, or help fund the Maze's End finish.\nRamos can also simply kill someone through commander damage.\nIf opponents spend removal on him?\nMission accomplished.\nLAND WARFARE"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Tatyova"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Lands become cards and life.\nRampaging Baloths"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Lands become 4/4 Beasts.\nFelidar Retreat"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Lands become Cats or permanent army-wide growth.\nTatyova + Drogskol Reaver"},{"attributes":{"header":3},"insert":"\n"},{"insert":"A land entering can produce an absurd amount of card advantage.\nAt that point we are completely capable of winning a normal game of Magic.\nOvika"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Ovika turns noncreature spells into hasty Goblins.\nIf the table ignores her, she can create an army almost accidentally.\nIf the table immediately removes her?\nExcellent.\nThat's removal that didn't target something relevant to Gate #10.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"💥 FIRES"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Removal is not ammunition to spray randomly.\nUse it to protect the operation.\nPriority targets:\n"},{"attributes":{"bold":true},"insert":"1. Something about to win the game."},{"insert":"\n"},{"attributes":{"bold":true},"insert":"2. Something capable of repeatedly destroying or locking down our lands."},{"insert":"\n"},{"attributes":{"bold":true},"insert":"3. Something preventing our backup threats from applying meaningful pressure."},{"insert":"\nEverything else can fight amongst itself.\nWe are not the table police.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"🛡️ FORCE PROTECTION"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Critical terrain can be recovered.\n"},{"attributes":{"bold":true},"insert":"Deadly Brew"},{"insert":" can help recover a destroyed permanent.\n"},{"attributes":{"bold":true},"insert":"Invasion of Tolvada"},{"insert":" provides another route to recover important permanents.\n"},{"attributes":{"bold":true},"insert":"Echoing Deeps"},{"insert":" gives us another way to exploit a critical land in a graveyard.\nIf Maze's End gets destroyed, the operation is damaged.\nIt is not necessarily over.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"BRANCHES & SEQUELS"},{"attributes":{"header":1},"insert":"\n"},{"insert":"IF THEY IDENTIFY MAZE'S END EARLY"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Stop pretending.\nPressure them.\nRamos.\nBaloths.\nOvika.\nColossus.\nForce them to choose between holding resources for the land plan and surviving the battlefield.\nIF THEY DESTROY RAMOS"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Fine.\nRamos was Supporting Effort.\nContinue developing lands and value engines.\nIF THEY WIPE THE CREATURES"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Even better than it looks.\nOur primary win condition is sitting in the mana base.\nRebuild only enough board presence to force attention away from the lands again.\nIF THE GATE PLAN IS DEAD"},{"attributes":{"header":2},"insert":"\n"},{"insert":"We still have:\nRamos commander damage"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Rampaging Baloths"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Felidar Retreat"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Ovika token swarms"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Steel Hellkite"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Darksteel Colossus"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"giant value creatures"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"enormous mana generation"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"The deck doesn't need permission to play normal Magic.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"RULES OF ENGAGEMENT"},{"attributes":{"header":1},"insert":"\n"},{"insert":"DON'T announce the Gate count for everyone."},{"attributes":{"header":3},"insert":"\n"},{"insert":"The cards are public information.\nYou are not obligated to conduct enemy intelligence preparation for them.\nDON'T keep a bad opening hand because it contains Maze's End."},{"attributes":{"header":3},"insert":"\n"},{"insert":"The engine matters more.\nDON'T force the alternate win when combat can simply end the game."},{"attributes":{"header":3},"insert":"\n"},{"insert":"A win is a win.\nDON'T remove random creatures just because you can."},{"attributes":{"header":3},"insert":"\n"},{"insert":"Preserve interaction for actual problems.\nDO make the battlefield look dangerous."},{"attributes":{"header":3},"insert":"\n"},{"insert":"The best protection spell for Maze's End is sometimes a completely unrelated permanent everyone desperately wants to kill.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"OPENING HAND GUIDANCE"},{"attributes":{"header":1},"insert":"\n"},{"insert":"KEEP"},{"attributes":{"header":3},"insert":"\n"},{"insert":"3–4 lands.\nGreen access.\nAt least one ramp/fixing piece.\nAt least one meaningful early or midgame play.\nSTRONGLY CONSIDER SHIPPING"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Two lands with no ramp.\nHands full of expensive finishers.\nHands that technically have five colors but can't cast anything useful.\nMaze's End plus Gates but no actual development.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"THREAT ASSESSMENT"},{"attributes":{"header":1},"insert":"\n"},{"insert":"PROTECT"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"1. Tatyova"},{"insert":" when she's actively fueling the hand.\n"},{"attributes":{"bold":true},"insert":"2. Ramos"},{"insert":" when he's about to generate a huge mana advantage or kill through commander damage.\n"},{"attributes":{"bold":true},"insert":"3. Critical Gate-search pieces"},{"insert":" once we're near the finish.\nEXPENDABLE"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Most incidental creatures once they've generated their value.\nThe battlefield is supporting the operation.\nIt is not the operation.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"WIN CONDITIONS"},{"attributes":{"header":1},"insert":"\n"},{"insert":"WIN 1 // GATE #10"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Maze's End.\nThe reason we're here.\nWIN 2 // DRAGON PROBLEM"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Ramos becomes enormous and kills through commander damage.\nWIN 3 // LAND SUPERIORITY"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Baloths + Retreat + repeated land drops create an army too large to contain.\nWIN 4 // OVERWHELMING FORCE"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Ovika, Colossus, Steel Hellkite and the rest of the top end simply overpower the table.\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"DESIRED END STATE"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Ramos is enormous.\nThe battlefield is chaos.\nEveryone has spent ten minutes figuring out which creature needs to die first.\nYou untap.\nLook at the lands.\nCount once.\nThen:\n"},{"attributes":{"bold":true},"insert":"Gate #10."},{"insert":"\n"},{"attributes":{"header":1},"insert":"\n"},{"insert":"COMMANDER'S INTENT"},{"attributes":{"header":1},"insert":"\n"},{"attributes":{"bold":true},"insert":"Purpose. Violence. Cardboard."},{"insert":"\n"}]}
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