A lot of discussion so far has been around running
mazes end in EDH. I have spent a lot of time thinking about and making various decks for
mazes end in modern, so I will give you some insights to building with it in that format.
Getting
maze's end naturally is extremely slow. You need to play 11 tap lands before you can win. This means you are going to need to do one of two things:
- Slow the game down, or
- Speed the combo up
An example of a modern
maze's end deck that slows the game down is Seth(probably better known as SaffronOlive)'s Maze's Endchantress deck which uses
ghostly prison and
sphere of safety to stop the opponent from attacking (
link). Alternatively, you could go turbo
fog to stop any attacks that the enemy does commit to from dealing damage to you. Since you are in 5 colour, you could also just play all the best control cards with
Guild Summit for repeatable card advantage and outstall your opponent.
To speed up the game, you could run any cards that allows you to get lands on the battlefield, like
Azusa, lost but seeking,
Primeval Titan,
Splendid Reclamation etc. This is where you can get a bit creative with the cards you include. Plenty of land tutors will be essential, as you need to play the cards in order to win with them, requiring them to be in your hand.
Gatecreeper vine,
circuitous route and
sylvan scrying are all good for this purpose.
Really, you want to do some combination of these two, as turn 11 is still pretty slow for a control deck and no matter how fast you can get gates down it probably won't be as fast as turn 3
Karn or a storm deck. But no matter which route you decide to go primarily, I would recommend only having 1 of each gate. Otherwise you are going to end up time walking yourself on most turns as you cant do anything with your etb tapped lands.
Amulet of vigor helps to mitigate this, but we only have 4 of it so it's not a card we can heavily depend on. There are also plenty of things we can use to tutor out our gates (including
maze's end itself) and so we really only need 1.
Anyway, back to the OP's question, is
Maze's End a worthwhile wincon? Competitively no, it is just to slow for modern or even most formats and it requires playing sub-optimal cards to pull it off. As a brewer though? I think it's a great excersise in evaluating your win-cons and focusing on optimizing a seemingly sub-optimal plan. It leads to greater understanding of speed vs strength tradeoffs and gets you looking at and evaluating cards that play into a strategy.
Anyway, I hope I have been helpful, and sorry for the long post