Maze's End

Land

This land enters tapped.
{T}: Add {C}.
{3}, {T}, 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
Buy on TCGplayer
Maze's End card art
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

01
Nine-Fingers Keene

Nine-Fingers Keene

94.7% of decks · synergy 0.92

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.

02
Omo, Queen of Vesuva

Omo, Queen of Vesuva

57.5% of decks · synergy 0.55

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.

03
Archelos, Lagoon Mystic

Archelos, Lagoon Mystic

27.2% of decks · synergy 0.25

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.

04
The Wandering Minstrel

The Wandering Minstrel

19.4% of decks · synergy 0.15

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.

05
Go-Shintai of Life's Origin

Go-Shintai of Life's Origin

14.6% of decks · synergy 0.10

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

FormatVerdict
commander
legacy
modern
pioneer
standard
vintage
pauper
oathbreaker

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

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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Updated . Data from Scryfall, EDHREC, and Commander Spellbook.