Boros Guildgate

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Commander 2015 Common
Commander 2013 Common
Duel Decks: Heroes vs. Monsters Common
Dragon's Maze Common
Gatecrash Common

Combos Browse all

Boros Guildgate

Land — Gate

Boros Guildgate enters the battlefield tapped.

: Add or to your mana pool.

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Boros Guildgate Discussion

hoardofnotions on Munda's Allied Forces

1 week ago

you have 2 myriad landscapes

cut Rupture Spire for any tap land like Boros Guildgate

possible cuts

Lightning Bolt, Honor of the Pure, Lightning Helix, Mizzium Mortars, Boros Cluestone, Crown of Doom, Inspired Charge

possible adds

allies

Allied Reinforcements, Angelic Captain, Join the Ranks, Oath of Gideon

other cards

Tithe, Gift of Estates, Boros Signet, Worn Powerstone, Mind Stone mana rocks that hit the field before your commander. It seems like once your deck is going you'll never draw another non-ally again. so get your ramp on before your commander comes down

Scroll Rack and Land Tax while out of budget are the best card draw have to offer, imo

Conjurer's Closet, Eerie Interlude, Eldrazi Displacer, Ghost Way, Legion's Initiative, Mimic Vat retrigger your allies effects!

Sunforger goodness

Enlightened Tutor, wear//tear, Deflecting Palm, Mistveil Plains,

Coat of Arms, Door of Destinies and Eldrazi Monument are the pump spells i think you want

foxboy93 on death and taxes make me smile

2 weeks ago

Hello!

As per your mentioning on a fellow post, you were having mana issues? To address this first problem, the quality of land you are looking at is minimal. That might sound rude when I say that, but by it, I mean you are running cards like Tainted Field and Tainted Peak. If it is a budget issue, I'd get the pain lands. Sulfurous Springs, Caves of Koilos and Battlefield Forge should be top includes. Other lands I'd consider changing out are:

Slayers' Stronghold - Decent, but vigilance isn't a big thing. And spending two mana to give haste? Why not run Swiftfoot Boots or Lightning Greaves (Greaves clearly being the better option, but of course, budget may be a thing for you)

Mistveil Plains - With a deck like this, Alesha shouldn't really care what is going to the grave if she can bring it back. If you are worried about a card like an artifact or enchantment dying, why not look at Restoration Specialist? Otherwise, Alesha can pretty much recur most creatures.

Blighted Fen - You aren't really abusing the ability to make people sac a creature, so this should also be swapped out.

Oh course, 'optimal' builds would have fetches and shocks, but even running Rakdos Guildgate, Boros Guildgate and Orzhov Guildgate will give you more mana fixing. You could also run the less expensive fast lands from Kaladesh for mana fixing. Consider cards like Mana Confluence and City of Brass for mana fixing too. Anything that gives you the three colors you need. The fact that Chromatic Lantern isn't in the deck is a heart breaker as well. Chromatic lantern not only RAMPS you, but your lands are now Birds of Paradise.

Besides that, only thing I'd say are stuff like Rakdos Signet, Boros Signet and Orzhov Signet. Fellwar Stone is also decent mana fixing, as well as Wayfarer's Bauble and Expedition Map to go and get lands you need. If you want to be cute, you can play Herald of Leshrac to start stealing peoples lands

Cards I'd consider cutting to make room or consider upgrading later:

Angel of Invention - Personally havent played with it, but seems like its sort of meh. Other than making smaller creatures or a bigger flyer, there's not alot going on here. If she is in there for the anthem, look at Ravos, Soultender

Blinding Angel - If you are abusing ETB effects, Stonehorn Dignitary is better in every way. One mana cheaper, ETB effect abuser and a good card all around.

Feldon of the Third Path - Unless you can't reanimate with Alesha, this is a pretty dead card. I mean sure, you make a copy, go to combat, reanimate and get another 1-2 triggers, but there not a hell of a lot you really want, and you are paying 5 mana and tapping down two creatures for two more effects

Grenzo, Havoc Raiser - Unless you are SURE to deal damage or have a mass of tokens for example, I feel mana is better spent on other effects

Faith's Reward - Unless you are sacing your board and bringing it back, I feel this too is a dead card. If it is an anti-boardwipe, consider Eerie Interlude to protect your creatures.

Dictate of Erebos - Again, you aren't really abusing the sac outlets, so this doesn't seem like it warrants an area.

Sunforger - I feel like this card is a trap. Sure, you just instant speed tutored for removal you might not otherwise have, but you also just spend 4 mana to cast a Swords to Plowshares. That right there screams card disadvantage. Not only that, you have now removed it from a potential blocker and have to spend mana to re-equip.

Burl on Wallwolf/Were-Wall

1 month ago

If you want to keep Vent Sentinel I would add 6 mountains and 4 Evolving Wilds.

Other alternatives are Cinder Glade and Mountain Valley. If you're on a budget 4 Gruul Guildgate would even work, prime cards would be Stomping Ground and Wooded Foothills.

With all that mana ramping I would to as in a few Banefire for an AWC (alternate win con).

Very interesting build, you may possibly need Hurricane or something like that to deal with flyers.

+1

WarhungerUnleashed on Ink-Treader Lab Maniac Modern

2 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

Terramorphic Expanse - Again should be replaced with Fetch Lands, such as Scalding Tarn

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!

Omeros on !Blade to Hire!

2 months ago

Try to cut lands that come into play tapped unless they have utility you feel you need. Boros Garrison, Boros Guildgate, and so on slow you down.

Replace these with the fetchlands you're missing- Wooded Foothills, Bloodstained Mire, Scalding Tarn, Windswept Heath, Flooded Strand, Marsh Flats. These serve two purposes: they find your Sacred Foundry consistently (and Plateau if you ever go for ABUR duals), and they thin your deck of lands so you have a modestly higher chance of drawing spells as the game progresses. Tarn and Flats are spendy but the rest are quite cheap right now.

cjpcodyplant on

2 months ago

You could even Boros Guildgate maybe?

Fallentesla on A necessary evil

3 months ago

Hey there. Looks like a good starting build and landofMordor makes some good suggestions. What I would add onto what he was saying is that the thing I see that is going to give you the most trouble is your mana base.

Most EDH decks want to run somewhere between 35 to 40 lands. Since your running three colors your going to need more duel colored lands. Some that come to mind that are fairly budget are...

Ravnica Guildgates: Rakdos Guildgate, Orzhov Guildgate, Boros Guildgate.

Theros Temples: Temple of Silence, Temple of Malice, Temple of Triumph.

Tarkier Life lands: Scoured Barrens, Bloodfell Caves, Wind-Scarred Crag

Vivid Lands: Vivid Meadow, Vivid Marsh, Vivid Crag.

Check lands: Dragonskull Summit, Isolated Chapel, Clifftop Retreat

Painlands: Battlefield Forge, Caves of Koilos, Sulfurous Springs

Otherlands: Command Tower, Vault of the Archangel, Hanweir Battlements, Temple of the False God, Slayers' Stronghold.

Those are just a few options that are avalible to you.

Also a lot of EDH decks like to run 8-11 Mana rocks on top of the lands. Since your commander is seven mana your gonna want at least a few. so manarocks like Hedron Archive, Darksteel Ingot, Thran Dynamo and the Ravnica signets (Boros Signet, Orzhov Signet, Rakdos Signet would be good in there.

Sorry for such a long winded message XD.Hope this helps!

P.S Also if you ever need ideas for an EDH deck try out a website called EDHREC. It gives a list of the most popular cards used in an deck.

Rediblackdragon on The stuffiest of dolls

3 months ago

Hey, this deck looks pretty cool actually. I think it could be reformed into something amazing with a little work, so I'm going to suggest a few changes.

  • Drop -

Flayer Husk: Ultimately not very good in this deck. It doesn't help towards the deck's goals and takes up a slot.

Fire Servant: A bit pricy for the deck. It's also real vulnerable to kills spells.

Pyroclasm/Wrath of God: I just don't see their place on the playing field. If you have a real reason to keep them, do so.

Boros Guildgate: Really? Do I even need to explain this one? At least toss in Wind-Scarred Crag or Temple of Triumph in its place.

Gods Willing: The protection gained from this card actively works against the deck's main goal of shooting your own creatures in the face as hard as possible.

Rest for the Weary: Ultimately, not really worth it. The life gain is fairly weak and you should be doing much more important things in that mana slot.

Basilica Guards: Not really that great of a creature. I'd say to replace that slot with another Spitemare or AEther Membrane.

  • Adds -

Bump Pariah and Pariah's Shield to 4x. You'll be more or less invincible with these out like that.

Open the Armory: To get your Pariah buffs into your hand as reliably as possible.

Lightning Bolt/Blasphemous Act/Shivan Meteor: Fill these out. They're probably you best removal and also really good at shooting stuffy in the face.

Soulfire Grand Master: Really self explanatory. Lets you easily outpace most burn and aggro at your tier level. Also works towards reducing the cost of Blasphemous Act for a sweet game-winning combo.

Inventors' Fair: A nice emergency artifact search just in case you need a Stuffy Doll or Pariah's Shield.

Buried Ruin: Literally just a better version of Sequestered Stash. It's Your choice which one you want, though.

Welding Sparks: Real good in this deck. Guaranteed 4 damage to opponent with Stuffy Doll, and even more when you start tossing in more stuff.

Hope you take my suggestions and have a good time in your games!

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