|Commander / EDH||Legal|
Printings View all
|Modern Masters 2017 Edition||Common|
|Duel Decks: Heroes vs. Monsters||Common|
Combos Browse all
Land — Gate
Boros Guildgate enters the battlefield tapped.
: Add or to your mana pool.
Price & Acquistion Set Price Alerts
|Have (10)||mtgmanatee , saj0219 , pokemate0 , PTsmitty , , Grantley91 , Friedrice24 , gildan_bladeborn , Dr_Jay , failurechild88|
Boros Guildgate Discussion
1 week ago
Needs more land, here are my suggestions:
It says you're at 101 cards so take Auriok Transfixer out.
I think those are the biggest ideas for now. Everything else had got some pretty solid potential, considering how low the budget price is.
2 weeks ago
Heartless Hidetsugu, Malignus have obvious synergy with gisela. Mirran Crusader is always a solid early drop if you're lacking for that, idk if you are. Inferno Titan is always good. If you're playing tokens, where is Odric, Master Tactician? If you're playing Gisela, why do you need Sphere of Safety and Ghostly Prison? I love the inclusion of Red Elemental Blast and Pyroblast. Underrated cards. Blue kills Boros too often. You can afford some dead draws against other decks.
Where is Wrath of God, Day of Judgment, Blasphemous Act, etc? If you're looking to spend more money for a colorless option, Oblivion Stone exists. Boardwipes are important. Austere Command is incredible, but it's a 6-drop and sometimes you really need the mana. Casting Blasphemous Act for one red mana is not uncommon.
44 lands is excessive. Is there a specific reason I'm missing to run more than 40? Land-heavy decks tend to run 40-42. I'd cut down to 38-40. Ancient Amphitheater is basically a second Boros Guildgate in a deck without a lot of giants. Cascading Cataracts seems bad to me. It's indestructible but it's lategame fixing and otherwise can't produce colored mana. A ramp alternative is Chromatic Lantern.
Speaking of ramp, Boros has a hard time with it (Land Tax is great but not enough -- it's one card) and it's honestly questionable to not run Burnished Hart, Thran Dynamo, etc. I really enjoy Endless Horizons but you have to not play into enchantment-hate. Knight of the White Orchid is obviously good; I hold that Oreskos Explorer is always at least Okay in a multiplayer game and in 1v1 is basically a second KOTWO. Good call on Boros Signet, some people undervalue those. I consider them mandatory in 2-color and usually in 3-color as well.
In general, ramp is a more consistent way to A: not get land-flooded and B: cast big stuff faster. Lands are less susceptible to destroy effects..... until someone drops Armageddon.
Hope this helped. I like Boros a little too much so I get very excited when people try to get into it.
2 months ago
You can trade those two lands for Boros Guildgate and Blossoming Sands as they do not enter tapped and can fix colors later. And trading out a few mana rocks for the spells that put lands into play is essentially the same thing. But having the lands is generally better than the ramp the rocks provide. For me maybe Fellwar Stone and Darksteel Ingot for ramp spells
2 months ago
There are plenty of budget dual lands you can go with to improve your mana base: Boros Guildgate, Stone Quarry, Wind-Scarred Crag, and Boros Garrison are all common or uncommon, and cheap enough to add to the deck without breaking a budget. City of Brass is a popular staple for multicolor decks, and isn't too costly. Inspiring Vantage, Needle Spires, Ancient Amphitheater, Battlefield Forge, and Temple of Triumph all come in at well under $5 a piece, and most under $2. All would help you improve and balance out your mana base.
3 months ago
3 months ago
In term's of your manabase there are so many way's you could improve it, depending on how much money you want to spend.
Some cheap (and really good) cards would be: Nomad Outpost, Scoured Barrens, Wind-Scarred Crag and Bloodfell Caves, Rakdos Guildgate, Boros Guildgate and Orzhov Guildgate to name a few. Even though these enter tapped it doesn't affect you that much since commander is a slower format. Isolated Chapel is a tad more expensive but would complete the cycle of checklands you're already running.
These are just some basic tips that a relatively budget however if you're willing to spend more there are better lands you could use but I'd say these and the bare minimum for a three colour deck to ensure you run well. I'd just cut some of the basic lands and replace them with these no worries.
3 months ago
Let me start by saying that I think you have a great theme and you've done a great job of sticking to your theme elements.After going over your list, here's the recommendations that I think might help you.
Cards to take out (to get down to 100):
Golem Foundry is just a weak card. It is kinda nice getting a golem token for casting 3 artifacts, but I've never been happy playing that card. It always ends up feeling like a waste of board space.
Metalwork Colossus is really nice, but with all of the vehicles and other creatures, it seems kinda mana intensive and you're not really working on a sacrificing artifact theme.
Blinkmoth Urn is symetrical, meaning it helps you opponents as much as it helps you. Yes, you may have more artifacts than them, but do you really want to give your opponents free mana? And they get that free mana before you do.
Darksteel Juggernaut is a great card in a draft, or in another deck where you're primarily focused on attacking each turn. But the requirement of attacking each turn makes this card feel like it doesn't fit.
Sram's Expertise is cute, and I understand why it is in the deck but a few 1/1 tokens seems kinda weak for this deck.
Chief of the Foundry helps out the vehicles, but not the dwarves.
Those initial cuts gets you down to the 100 cards for Commander. Now to make the deck a bit stonger.
These changes might help make your deck more resilient againt various opponents. Obviously, you'll need to temper these recommendations with your collection, budget, and local metagame.
I'll start with lands. Nine (9) out, Nine (9) in.
Spinerock Knoll, Better in a combo deck.
Shinka, the Bloodsoaked Keep, Not enough legends
Wind-Scarred Crag, Boros Guildgate, and Stone Quarry come into play tapped. You have too many lands that come into play tapped and it slows you down.
Drifting Meadow, Forgotten Cave, Secluded Steppe, Smoldering Crater, the cycle lands are nice in a deck with lots of graveyard recursion or when you're focused on cycling cards. But you're deck isn't set up for those things and these are just more lands that enter the battlefield tapped and slow you down.
Kabira Crossroads for it. The 2 life usually isn't enough in Commander games to make a big different.
Sejiri Steppe is something to consider. And the Boros Garrison makes it better.
Move the Rugged Prairie and Sacred Foundry to the mainboard from your maybe board.
Don't ignore the plain old basic lands. Even if you just use a couple of each. You never know when an opponet will play a "Every seach for a basic land" card and you're left out of the party.
I would also consider Holdout Settlement and Springleaf Drum to help take advantage of Depala, Pilot Exemplar's ability to load your hand with creatures and vehicles. Remember that you can tap a creature with summoning sickness to activate the Settlement or the Drum since you aren't activating the creature's ability.
Lightning Greaves is a tough card to consider. Yes, it is a great card. But does it really help that much? You aren't themed around equipment. I would drop in in favor of something that helps more often.
One-shot effects like Built to Last and Built to Smash are not really good in a multiplayer game.
I hope these suggestions help give you some ideas. Let me know what you think. Feel free to look over my decks and let me know what you think of the suggestions.
4 months ago
I would get rid of Boros Guildgate... any other dual land is better.