Maskwood Nexus does not work with the Go-Shintai. Shrine is an Enchantment subtype, not a creature subtype, so Changelings and Maskwood Nexus will not gain the Shrine type.
Maskwod Nexus is (the only?) way to win with Liliana's Contract, since there are no demons in the deck outside of the one changeling. That duo of cards feels like the worst wincon of the included ones, since you need both of those to survive the turn cycle, you cannot pull the Nexus from the 'yard with your commander and you need 4 different creatures on board.
It wouldn't be the first time WotC used an idea someone from the internet had and stole it for a secret lair, so I completely believe they could of lifted this idea from you.
Including a life counter that only goes to 40 in a deck that wants to reach 50+ life to win feels rather cheap imo. :( All in all this really feels like a deck someone has been playing for a while and tuning for their table. Wanderer is simply a passable board wipe that allows you to keep an important piece around; Auriok Champion enables you to explode with life gain if someone on the table produces a mass of tokens and is also a good trickle of life; Mangara is good and steady card draw; Yahenni and Tireless Tracker fits into the counter theme; Path of Ancestry is one of the few 5 color lands around; etc etc There are probably a few cards that where swapped out for the print run, which might explain the inclusion of a fast land.
I like the idea of having a "you win the game" tribal deck (and I love finally having the Nyx frame on _all_ enchantments) but there's several pain points I have with this secret lair: 1. There's only 16 cards with the text "you win the game" in the lair, they _really_ copped out on the rest of the "ways to win". There's 32 cards with "you win the game" that are legal in EDH (but two are impossible: Battle of Wits and Hedron Alignment), so this deck should've had at least 20, if not all 30. 2. Only _some_ of the "you win the game" cards have special new art, when it should've been that they _all_ got new art. (also, Sol Ring got new art here for some reason?) 3. The deck build leaves a lot to be desired. Several of the included "you win the game" cards are near impossible to meet with the precon out of the box, while there are a large number of other random goodstuff cards included that don't advance you towards _any_ of the win effects. They could've easily adjusted the decklist in a way to make it at least somewhat more cohesive. 4. Same with the mana base - Gates are obviously needed for Maze's End; but including the following lands: only one battlebond land, Brushland, Homeward Path, Overgrown Farmland, Razorverge Thicket, Wooded Bastion, Darksteel Citadel, Thornglint Bridge? Useless. Also no mana ramp other than two rocks and a couple "play lands from the top" creatures. And a nitpick about the cardboard life tracker: they could've easily made it have two dials: one for tens and one for ones, so it would go to 99 instead of just 40.
The lifegain cards are in there for Felidar Sovereign and Test of Endurance. The +1/+1 counters cards like Yahenni are in there for Simic Ascendancy and Mayael's Aria. But yeah there're still lots of weird includes I'm planning on swapping out for sure. I like Garth as the commander! Will definitely consider swapping to that, just for the Brain Geyser alone.
I've actually had plenty of Maze's End wins in commander with my 5 color Mutate Deck. You just gotta be able to chuck lands into play. Mutate specifically has the big Dino that chucks permanents into play equal to mutate count.
I thought the life counter was pretty but also a bit confused about it limited to 40. I ended up buying the deck to play with since I'm just getting back into MTG. I really love it and the artwork. I'm gunna look for your video about your deck to compare aswell. Also the handful of creatures that gain counters have really good synergy with Simic Ascendancy. In my very first game and use of the deck I almost won with Simic Ascendancy scaling off of Forgotten Ancient. It got upwards of 20 counters on it relatively quick and I had it equipped with Lightning Greaves. Never swung at anyone, just played a pacifist role with a huge wall. Ended up winning with a bit of luck and one player leaving the table early and got a promo pack from my LGS. 😊
"...Wizards took my deck and made it into a secret lair, I'm not saying that's what happened" Mhhhh _reads title..._ Welll technically you only writed it... I still like the consistency of the theme on yours better, perhaps because I'm a sucker for "not very good decks" that are fun to play.
Maskwood Nexus does not work with the Go-Shintai. Shrine is an Enchantment subtype, not a creature subtype, so Changelings and Maskwood Nexus will not gain the Shrine type.
Ah yeah then it is a weird choice for a commander
@@8thPlaceDaveIt has to be the ability to return a “win” enchantment to play right before you untap.
Maskwod Nexus is (the only?) way to win with Liliana's Contract, since there are no demons in the deck outside of the one changeling.
That duo of cards feels like the worst wincon of the included ones, since you need both of those to survive the turn cycle, you cannot pull the Nexus from the 'yard with your commander and you need 4 different creatures on board.
It wouldn't be the first time WotC used an idea someone from the internet had and stole it for a secret lair, so I completely believe they could of lifted this idea from you.
Yours is better!
I agree ;)
Including a life counter that only goes to 40 in a deck that wants to reach 50+ life to win feels rather cheap imo. :(
All in all this really feels like a deck someone has been playing for a while and tuning for their table.
Wanderer is simply a passable board wipe that allows you to keep an important piece around; Auriok Champion enables you to explode with life gain if someone on the table produces a mass of tokens and is also a good trickle of life; Mangara is good and steady card draw; Yahenni and Tireless Tracker fits into the counter theme; Path of Ancestry is one of the few 5 color lands around; etc etc
There are probably a few cards that where swapped out for the print run, which might explain the inclusion of a fast land.
Pls keep using the solring you already have, it's my fav one 🌈❤️
So WotC doesn’t know shrines isn’t a creature type. I’m not surprised.
I like the idea of having a "you win the game" tribal deck (and I love finally having the Nyx frame on _all_ enchantments) but there's several pain points I have with this secret lair:
1. There's only 16 cards with the text "you win the game" in the lair, they _really_ copped out on the rest of the "ways to win". There's 32 cards with "you win the game" that are legal in EDH (but two are impossible: Battle of Wits and Hedron Alignment), so this deck should've had at least 20, if not all 30.
2. Only _some_ of the "you win the game" cards have special new art, when it should've been that they _all_ got new art. (also, Sol Ring got new art here for some reason?)
3. The deck build leaves a lot to be desired. Several of the included "you win the game" cards are near impossible to meet with the precon out of the box, while there are a large number of other random goodstuff cards included that don't advance you towards _any_ of the win effects. They could've easily adjusted the decklist in a way to make it at least somewhat more cohesive.
4. Same with the mana base - Gates are obviously needed for Maze's End; but including the following lands: only one battlebond land, Brushland, Homeward Path, Overgrown Farmland, Razorverge Thicket, Wooded Bastion, Darksteel Citadel, Thornglint Bridge? Useless. Also no mana ramp other than two rocks and a couple "play lands from the top" creatures.
And a nitpick about the cardboard life tracker: they could've easily made it have two dials: one for tens and one for ones, so it would go to 99 instead of just 40.
they should have reprinted black lotus for this deck
The lifegain cards are in there for Felidar Sovereign and Test of Endurance. The +1/+1 counters cards like Yahenni are in there for Simic Ascendancy and Mayael's Aria. But yeah there're still lots of weird includes I'm planning on swapping out for sure. I like Garth as the commander! Will definitely consider swapping to that, just for the Brain Geyser alone.
I've actually had plenty of Maze's End wins in commander with my 5 color Mutate Deck. You just gotta be able to chuck lands into play. Mutate specifically has the big Dino that chucks permanents into play equal to mutate count.
I thought the life counter was pretty but also a bit confused about it limited to 40.
I ended up buying the deck to play with since I'm just getting back into MTG. I really love it and the artwork. I'm gunna look for your video about your deck to compare aswell.
Also the handful of creatures that gain counters have really good synergy with Simic Ascendancy. In my very first game and use of the deck I almost won with Simic Ascendancy scaling off of Forgotten Ancient. It got upwards of 20 counters on it relatively quick and I had it equipped with Lightning Greaves. Never swung at anyone, just played a pacifist role with a huge wall. Ended up winning with a bit of luck and one player leaving the table early and got a promo pack from my LGS. 😊
I dont get it. How does this deck win if it doesnt have a Hashep Oasis?
they should have used your deck as inspiration to fix the mess they made XD
They 100% copy your deck Dave,i know it for sure! 😅 happy sunday!!!!
I wouldnt brag about it since most people found that 20 ways to win deck to be an absolutely terrible decklist.
"...Wizards took my deck and made it into a secret lair, I'm not saying that's what happened"
Mhhhh _reads title..._
Welll technically you only writed it...
I still like the consistency of the theme on yours better, perhaps because I'm a sucker for "not very good decks" that are fun to play.
Did you get paid for it?
Lol no
Is this real?
100%
I am so used to double sleeving now that I find it weird seeing people not doing it. Good video though