Azorius Guildgate

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2018 (C18) Common
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

Azorius Guildgate

Land — Gate

Azorius Guildgate enters the battlefield tapped.

: Gain or .

Price & Acquistion Set Price Alerts

C18

CM1

MM3

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Azorius Guildgate Discussion

gandalfguyysnp on Azorius Detain

1 week ago

I think this deck needs some more damaging creatures. You have a lot of cards that detain creatures, and you can pretty well shut down your opponent, but it won't do anything if you can't damage them while they are detained. Really you could just add any card you want that can get off plenty off damage. The other thing you could do is add two more Azor's Elocutors, and just wait out till you have enough filibuster counters. If you were to go this way, I would reccommend adding Pacifism or Claustrophobia, since the other player could play more creatures than you can handle, and this would make it much easier. Some cards that I would take out in exchange for these would be the Inaction Injunction, since it is the same thing as lyev decree, but it doesn't detain as much. Also the New Prahv Guildmage is not very useful because it is a really expensive detain, and all your creatures have flying, so it doesn't do that well. I would also switch out the Azorius Chancery for something like an Azorius Guildgate or a Glacial Fortress, since the Chancery completely limits your second turn. Besides this, I think you have the making of a really good deck, especially with how cheap it is. I think that with just a little tweaking, you can make this pretty good.

Metachemist on spirit tribal

1 month ago

With an average CMC of 2.85 I think you're running too many lands. I'd cut it back to 38 by trimming off the Azorius Guildgate Meandering River and Sunscorched Desert respectively.

I'd cut a couple of the Pacifism type cards in favor of Ghostly Prison and Propaganda make him work hard for every single attack he pulls off.

I'll let this one bounce around in my brain and see if I can't work up some other suggestions for you :)

multimedia on Oloro - On Sale

1 month ago

Hey, you asked for my help. This is a well built budget Commander deck. Only $137 for a complete playable Commander deck is nice, good job.

Chromatic Lantern is down more than 60% in price (less than $5 now) since it's been revealed to be reprinted in Guilds of Ravnica. Lantern is now a budget Commander card, as it should be :) The prices haven't updated yet for this site, but if you add (GRN) to the end of Lantern in the text editor it will show up as the GRN version with the updated low price.


Your decklist is already really well done/streamlined, it's going to be difficult to make cuts without adding some additional price... Here's a list of cards to consider adding/cutting:

If these lands upgrades are too much then I think you're better off playing more basic lands then the three Guildgates, Barrens, River and Boneyard. More basic lands at least work better with the Bounce lands (Azorius Chancery, etc.).

Good luck with your deck.


eyes2sky on Spam-a-lot

7 months ago

(as J): you could put in just one each of Azorius Guildgate/Selesnya Guildgate if you end up using the Gatecreeper Vine

cdkime on I would like to see you try...

7 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.

Gainsay is fairly bad, even in Legacy where everyone plays blue. If you are going to stick with legacy, Counterspell is your friend.

Path to Exile is a bit pricey, but it is probably the best removal spell in the game.

Loyal Sentry is quite mediocre. Consider Wall of Omens instead. It's a solid blocker that replaces itself in your hand.

You should add some cantrips (one-mana blue draw spells) like Brainstorm and Gitaxian Probe (which you generally will want to pay 2 life to use).

How do you want to win?

ynot000 on Danny's Oloro

10 months ago

Here are my land suggestions:

1x Adarkar Wastes

1x Blighted Cataract

1x Caves of Koilos

1x City of Brass

1x Command Tower

1x Sejiri Refuge

1x Drowned Catacomb

1x Fetid Pools

1x Glacial Fortress

1x Irrigated Farmland

1x Isolated Chapel

1x Maze of Ith - not really a land because it doesn't tap for mana, but it's a good card

1x Nimbus Maze

1x Path of Ancestry

1x River of Tears

1x Scoured Barrens

Here are the land cuts:

Which would leave you with a manabase of:

1x Adarkar Wastes

1x Arcane Sanctum

1x Blighted Cataract

1x Caves of Koilos

1x City of Brass

1x Command Tower

1x Dismal Backwater

1x Drowned Catacomb

1x Esper Panorama

1x Evolving Wilds

1x Fetid Pools

1x Glacial Fortress

1x Irrigated Farmland

2x Island

1x Isolated Chapel

1x Jwar Isle Refuge

1x Maze of Ith

1x Nimbus Maze

1x Opal Palace

1x Path of Ancestry

5x Plains

1x Prairie Stream

1x Reliquary Tower

1x River of Tears

1x Scoured Barrens

1x Shambling Vent

1x Sunken Hollow

3x Swamp

1x Temple of Deceit

1x Temple of Enlightenment

1x Temple of Silence

1x Temple of the False God

1x Tranquil Cove

1x Underground River

1x Vault of the Archangel

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.

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