Maze's End
Land
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.
- CMC
- 0
- Mana cost
- Color identity
- C
- Rarity
- mythic
- Set
- Secret Lair Drop
- Price
- —
- EDHREC rank
- #2742
Maze's End is a land that wins the game on its own — tap it, fetch a Gate, and at ten Gates you're done. The cost is real: it enters tapped, costs three mana to activate, and folds to any land destruction, so you need either redundancy or a fast assembler like Reshape the Earth to make it stick. Nine-Fingers Keene exists almost entirely to protect and accelerate this line.
Best Commanders
Commanders with the highest synergy

Nine-Fingers Keene
Nine-Fingers Keene is built from the ground up to win with Maze's End — Keene tutors Gates directly onto the battlefield while providing evasion to pressure opponents, making the land-win condition faster and more resilient than in any other shell.

Omo, Queen of Vesuva
Omo, Queen of Vesuva's ability to put land counters on permanents lets her treat non-Gate lands as Gates, which dramatically loosens the constraint that Maze's End requires ten specific land types to assemble.

Archelos, Lagoon Mystic
Archelos, Lagoon Mystic turns off the entered-tapped downside that makes Maze's End's tap-to-activate loop so slow, letting you cycle through the Gate-fetch triggers without losing tempo each iteration.

The Wandering Minstrel
The Wandering Minstrel's high-Gate land base aligns naturally with Maze's End, and the deck's enter-the-battlefield density means the win condition slots in without needing to restructure the mana base.

Go-Shintai of Life's Origin
Go-Shintai of Life's Origin runs a Shrine-heavy permanent package that naturally tolerates a high tap-land count, and Maze's End serves as a late-game alternate win condition when the Shrine damage plan stalls out.
Format Analysis
Where it lives, where it can’t
| Format | Verdict |
|---|---|
| commander | legal |
| legacy | legal |
| modern | legal |
| pioneer | legal |
| standard | legal |
| vintage | legal |
| pauper | not legal |
| oathbreaker | legal |
Commander is where Maze's End actually gets played — the 100-card singleton format gives you the space to run all ten Gates plus tutors like Reshape the Earth, and the slower pace of multiplayer buys you the turns you need to assemble ten lands. In competitive 60-card formats like Modern and Pioneer, Maze's End has seen fringe play in dedicated Gate decks, but the three-mana activation and tapped entry make it too slow to matter against streamlined aggro and combo. Legacy and Vintage are legal but irrelevant — no one paying that entry fee is trying to win through Maze's End. Standard legality is set-dependent and currently narrow. Treat this as a Commander card with a lowercase 'c' in everything else.
Key Combos
Combo lines featuring this card




Cultivator ColossusAbundanceMaze's EndAmulet of Vigor
Arrange your library in any order; Put all lands from your hand and library onto the battlefield; Win the game
View on Commander Spellbook ↗



Cultivator ColossusAbundanceMaze's EndArchelos, Lagoon Mystic
Arrange your library in any order; Put all lands from your hand and library onto the battlefield; Win the game
View on Commander Spellbook ↗



Cultivator ColossusAbundanceMaze's EndWilderness Reclamation
Arrange your library in any order; Put all lands from your hand and library onto the battlefield; Win the game
View on Commander Spellbook ↗Price Context
Current price
unknown tier
Pricing data isn't currently available for Maze's End, so check Scryfall or TCGPlayer for the current market rate before buying. It has been reprinted across multiple products, which historically keeps the price accessible — this is not a card you should expect to pay a premium for.
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Sources
Updated . Data from Scryfall, EDHREC, and Commander Spellbook.

