Land — Gate
Azorius Guildgate enters the battlefield tapped.
: Add or to your mana pool.
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Azorius Guildgate Discussion
1 month ago
2 months ago
If you're playing this in Modern, there are a ton of better options that what was available in Standard in 2015. Serum Visions can replace Divination, Flooded Strand for Azorius Guildgate and Temple of Epiphany, Path to Exile or Oust for Last Breath, Mana Leak or Remand for Dissolve, Wrath of God for Planar Cleansing, etc. etc. and so on.
3 months ago
5 months ago
+1 Awesome idea, but is going to need A LOT of work if you want to make it anything other than casual.Firstly your Mana base, quite simply it is too random/sporadic to produce consistent, good land that your deck needs. I would reccomend removing:
Ancient Amphitheater - You only have two giants, and the probability of having both in your opening hand is ~0.175
Azorius Guildgate, Boros Guildgate, Selesnya Guildgate, Gruul Guildgate, Izzet Guildgate - Basically all of your Guildgates. They are simply worse versions of lands you could be running, eg shock lands like Hallowed Fountain
Transguild Promenade - Takes land to use, so slows your deck down by an extra turn - ie it sucks
What I would say is: for a relatively budget deck running the Tri-lands are a good idea, also the Prairie Stream and other similar lands are pretty good for your deck. The best list of lands to use I have found is: https://www.reddit.com/r/magicTCG/comments/2a78ia/list_of_dual_lands/Personally running Taplands is a really good idea, as they are fairly cheap and go well with basic lands etc.
In terms of the spells the deck seems really cool, especially the line up of cantrips which act as control for your opponent. In terms of creatures I would add a play set of Ink-Treader Nephilim and Zada, Hedron Grinder (or maybe three as it's legendary).
Also having cards with the heroic effect such as Akroan Crusader will help create more creatures to draw, and also generally be good for the deck. Other than that I think play-testing, and stream-lining are the best way for this deck to move forwards.Good luck I would love to see this deck progress!
6 months ago
I loved that your deck feels spirit-themed and still seems to be quite effective. Nice job! :)
That said, you are missing the most used strategy with Brago, which involves Strionic Resonator and some mana rocks (Sol Ring, a Azorius Signet and a Mind Stone, a Hedron Archive, etc) to reach infinite blinking (You copy Brago's ability using mana from artifacts and targeting the resonator and the mana rocks along with anything else you want to blink, allow it to resolve then copy Brago's ability that is still on the stack as many times as you wish repeating this process).
And even if you do not wish to use the infinite combo, ramping with artifacts has double value with Brago since he can blink them and you get some extra mana, so I'd tell you to cut down some creatures and add some ramping so that you can cast Brago earlier and abuse his ability to gain some extra mana per turn.
And if you are willing to use some eldrazi, Eldrazi Displacer (might require some fiddling with the mana base) synergizes pretty well with Drowner of Hope (which also has some neat effects and can be another army builder or ramping tool by itself) and goes infinite if you have a Panharmonicon out (Drowner gives you 4 scions, sac 3 to blink Drowner and repeat the process as much as you want).
Some removal cards you might want to consider: Reality Acid (if you blink it, you force your opponent to sacrifice the enchanted card... meaning you can use it to get rid of anything) and Act of Authority.
As far as lands go: I'd tell you to get an Inventors' Fair, a Buried Ruin, an Azorius Chancery, a Rogue's Passage, a Temple of the False God, an Unstable Frontier and maybe a Glacial Fortress (a little more expensive) then cut Azorius Guildgate. Both the Chancery and the Temple are great targets for your Peregrine Drake.
6 months ago
8 months ago
Question, why do you have Azorius Guildgate in the deck?