|Commander / EDH||Legal|
Printings View all
|Commander 2018 (C18)||None|
|Commander Anthology (CM1)||Common|
|Modern Masters 2017 Edition (MM3)||Common|
|Commander 2013 (C13)||Common|
|Dragon's Maze (DGM)||Common|
|Return to Ravnica (RTR)||Common|
Combos Browse all
Land — Gate
Azorius Guildgate enters the battlefield tapped.
: Gain or .
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Azorius Guildgate Discussion
4 weeks ago
4 months ago
4 months ago
First, and I mean this nicely, you are not going to win using this deck in Legacy. Legacy is ultra-fast, and you're in a bit of a jam if you do not have a turn-one victory or turn-zero disruption (i.e. Force of Will). If you intend to use this deck casually, you should be fine, but I would be doing a disservice if I did not warn you of the dangers of your chosen format.
Moving on to deckbuilding advice, the Tron lands do little for you. You have a lot of cards requiring one or more coloured mana, and very few outlets for large amounts of colourless mana. Cut all the tron lands and run some lands that produce both Blue and White (Glacial Fortress, Hallowed Fountain, Adarkar Wastes, Flooded Strand). Note, many new deckbuilders want to purchase less expensive lands that enter the battlefield tapped (Azorius Guildgate). Do not fall into this trap! Your manabase is the most important part of your deck, and lands that enter tapped will lose you games.
Isperia, Supreme Judge is extremely substandard in 60 card constructed formats. By the time you can cast him, you should already have sufficient defenses with your Ghostly Prisons and Propagandas that you're not being attacked. As such, he's a bit superfluous. Yes, he provides a large body, but you can find better win conditions.
I am not really a fan of Ludevic's Test Subject Flip as a win condition either--too much investment, and too susceptible to removal. Spending 3 turns building it up, and then having it get hit with Fatal Push would be most disappointing.
Path to Exile is a bit pricey, but it is probably the best removal spell in the game.
How do you want to win?
7 months ago
Here are my land suggestions:
1x Fetid Pools
1x Maze of Ith - not really a land because it doesn't tap for mana, but it's a good card
1x Nimbus Maze
Here are the land cuts:
1x Blighted Fen
Which would leave you with a manabase of:
1x Fetid Pools
1x Maze of Ith
1x Nimbus Maze
1x Opal Palace
This manabase can largely be ported over to Zur, except for the lifegain taplands like Jwar Isle Refuge, which I think are generally just okay but are good in this deck because with Oloro out, you can play it and draw a card. I tried to keep the prices pretty low, because I didn't know your budget, but you can add Hallowed Fountain and stuff if you like (especially that one since it's cheap). Bad fetches like Bad River and Flood Plain get better if you spring for shocklands.
8 months ago
It solves a problem that's been happening for years. New players get a bunch of cards,just kind of pile them together to make a Standard deck, go to FNM, then find out their mana base isn't legal after they've carefully looked through and made sure to use Standard-only creatures/planeswalkers/whatever.
To newer players, Coastal Tower, Azorius Guildgate, Boreal Shelf, Sejiri Refuge, Tranquil Cove, and Temple of Enlightenment are all identical. Imagine the shock they had when they found out they couldn't use Azorius Chancery but Glacial Fortress and Hallowed Fountain were legal. "Why can't I use my dual land that's worse? It's just a land!"
Meandering River's cycle of being reprinted fixes this issue. It allows a budget dual land that's affordable to new players, but is also always Standard legal.
As far as I know, WotC hasn't ruled out printing other uncommon dual lands, only that they will always print Meandering River's cycle in any Standard set.
10 months ago
Came here from your topic.let me try to help you out, i am not the best players, but I am currently trying to improve a dragon tribal.
Well, in your place I would consider removing: Consecrated Sphinx - It's just too heavy for your deck and you can always get something better. Besides, I think your heavies should be your dragons. You won't reduced the cost of the sphinx as much as you will of your dragons.
Kaalia of the Vast is good in her own deck. Of course, there may be a good alliance between her and UR, but she won't be as good as UR here. You can swap her for something better.
In your place, I'd remove the some of the artifacts. Why the swords? You are gonna use too much mana already to cast the dragons. You could add Mana Echoes and Ramos, Dragon Engine for some value.
You chose some powerful cards, too powerful with no synergy with each other. Many of them CAN WORK, but you will feel how hard it will be for you to cast them.
My advices are:
-If you have all of these cards, try playing the deck. See how it works for you.
-Check out other people's decks, it may come in handy.
-Something you lack a lot in this deck is RAMP. You put so many artifacts in it that you left no room for the lands. In a 5-color deck, land balance and ramp are the most important thing. Kodama's Reach and the likes of it are what you need.
That's it for now, if you need further help I will be back.