It may be going kinda deep, but I've been enjoying playing this wacky Eidolon of Blossoms + Maze's End deck. The idea came to me last weekend randomly; I just wondered, "How would a sort of Eidolon of Blossoms engine help fuel a Sphere of Safety lock and buy time for a Maze's End kill?" So I tried it out.
I learned that the Eidolon is insane, and Sphere of Safety basically makes you unattackable, but the Maze's End part of it was pretty awkward. My reasoning for using that as my kill of choice is because I didn't think there was good enough ways to actually end the game with the Eidolon of Blossoms engine. I thought all it did was stall, since I didn't realize Strength of the Fallen was a real card. Regardless, this is a fun deck, just trying to work out a few consistency issues. Probably first on the list is the mana base, I kinda just threw basics in it after throwing in all the gates.
Here is is:
4 Gatecreeper Vine
4 Courser of Kruphix
2 Heliod, God of the Sun
4 Eidolon of Blossoms
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14 creatures
4 Banishing Light
4 Detention Sphere
4 Sphere of Safety
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12 enchantments
3 Kiora, the Crashing Wave
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3 planeswalkers
4 Urban Evolution
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4 other spells
5 Forest
3 Plains
2 Island
4 Maze's End
2 Azorious Guildgate
2 Selesnya Guildgate
2 Simic Guildgate
1 Boros Guildgate
1 Dimir Guildgate
1 Golgari Guildgate
1 Rakdos Guildgate
1 Izzet Guildgate
1 Gruul Guildgate
1 Orzhov Guildgate
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27 lands
Sideboard:
Well, I definitely want 2-3 Crackling Perimeter, but otherwise, I don't know yet. I wanna get the maindeck working just right for now. I have some ideas for the board once I feel satisfied with the main, though.
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The Urban Evolutions felt kinda awkward, somehow.
The Kiora's have seemed good for the very little actual testing I did, even though I'm still not sure how necessary it is. Perhaps two is the right number for her, but drawing her often is sweet, and having multiple copies doesn't seem painful so far. I'm pretty sure I like them, especially at three.
The Heliod I'm not sure really belongs, now that I realized again that Maze's End costs a lot of mana to activate. There's never any mana leftover to use the ability.
The Gatecreeper Vine I've never liked, but chumping with it seemed to have won me some games, so I'll continue trying to like it. It buys me that little extra time to set a lock, but otherwise, it feels redundant.
All the other enchantments, I've been thrilled with, thus far. They're all pretty good on their own, and when they have "Draw a card" or "Draw two-four" cards stapled to them as well, they're insane. Courser is good with the Gate strategy, the O-ring effects help me deal with everything, and obviously Sphere of Safety means the opponent can never attack anymore. Makes me wanna try Crackling Perimeter maindeck, something I already considered before.
EDIT:
One of my first thoughts was making the Maze's End win a secondary wincon, and making this some sort of midrange attrition deck, that can kill in a normal way, but has the backup plan of tutoring a gate every turn for the win. Thus, I'd simply play one of each gate, perhaps fewer Maze's Ends, and then make the core of the deck a sort of typical GW midrange/constellation deck that splashes every other color. Maybe lean more towards Junk if I go the constellation route, and Bant if I go for a more versatile midrangey deck.
For now, I seem to be favoring Bant, since Kiora is so good. In this direction, my list so far only contains 37 cards, all of which come from the list I posted above:
4 Courser of Kruphix
4 Eidolon of Blossoms
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8 creatures
4 Banishing Light
4 Detention Sphere
4 Sphere of Safety
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12 enchantments
3 Kiora, the Crashing Wave
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3 planeswalkers
4 Maze's End
1 Azorious Guildgate
1 Selesnya Guildgate
1 Simic Guildgate
1 Boros Guildgate
1 Dimir Guildgate
1 Golgari Guildgate
1 Rakdos Guildgate
1 Izzet Guildgate
1 Gruul Guildgate
1 Orzhov Guildgate
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14 lands