|Commander / EDH||Legal|
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|Modern Masters 2017 Edition (MM3)||Common|
|Commander 2013 (C13)||Common|
|Dragon's Maze (DGM)||Common|
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Land — Gate
Dimir Guildgate enters the battlefield tapped.
: Add or to your mana pool.
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|Have (15)||raymaverick97 , Kimimaro , MythicMeadow , plof , Friedrice24 , CAPTAINxCOOKIES , bakunet , Supremespeed , , bakeraj4 , brentkc49 , orzhov_is_relatively_okay819 , PTsmitty , Mousemke , TThors|
|Want (3)||Sasuin , Ssserra , Turtlelover73|
Dimir Guildgate Discussion
1 week ago
Just saying this as well, you're probably not going to want just forty basic lands even (20 swamps 20 islands) because you probably won't end up with the mana fixing you want, also make it less than forty lands other than what you already have due to the fact that you're not going to need forty six lands you goof.
So anyways I've told you you should put better lands in... now I should probably give you the options
Just good lands in your colors
A BIT PRICIER: Minamo, School at Water's Edge
Don't make it all nonbasics so you can make sure you've got fetch targets and such.
More good mill for ya, doesn't seem like ye've got enuff on ya mate.
Cheapin' for ya wallet mate:
A bit more harsh on ya bank account:
Again, you'll want the cards to remove things from opponents graveyards because you'll be putting a ton of stuff in there
That's it for today's suggesting, sorry about the shoddy text formatting job, I'm a bit new to this.
2 weeks ago
Also, you don't have very much removal in the deck so far, I don't think, and you don't have much recursion. I'd also recommend more land than 29. Mortuary Mire is a good start for two of those.
- Psychic Spiral - recursion
- Sire of Stagnation - not simple mill, but mill-to-exile and draw power
- Siren of the Silent Song - sort of on theme plus mill and discard which is nice if your opponents try to draw answers
- Induce Paranoia - counterspell + mill
- Perplex - counterspell + mill + tutor if needed
- Dimir Charm - counterspell or removal or mill/control
- Psychic Drain - mill and lifegain
- Memory Erosion - not a counter but a deterrent
- Command Tower, Temple of Deceit, Dimir Guildgate, Sunken Hollow, Jwar Isle Refuge
1 month ago
As far as suggestions go, I would try to cut down to 60 cards, plus a 15 card sideboard. I would also replace Dimir Guildgates with Dismal Backwaters, unless you can afford the Shocklands and/or fetches.
1 month ago
I appreciate a good Commander deck with a reasonable budget restriction.
Have you considered upgrading Murder to Hero's Downfall? It moves it up a couple bucks but gives you the planeswalker option. Also consider Never // Return (Never)). It has a mode you can cast from the graveyard if you mill or discard it. For that same reason, consider Increasing Confusion and Think Twice, the latter as a possible replacement for Divination.
I would recommend against Skullclamp. With how many +1/+1 effects you have, I think it is unlikely you will be able to use it as a card draw engine.
It is another couple bucks, but going from Dimir Guildgate to Temple of Deceit is an upgrade that I think fits your budget profile. The guildgates are rough to ever draw from the top of your deck, while the Temple at least mitigates your next draw.
If you are running the other deserts, have you considered Ipnu Rivulet as another form of self-mill?
1 month ago
Needs 3-4 more lands, I think. I'm talking Dismal Backwater, Dimir Guildgate, and gags Submerged Boneyard if nothing else. Better lands than those in no particular order are Dimir Aqueduct, Temple of the False God, Terramorphic Expanse, Myriad Landscape, and Opal Palace.
Also cards you could take out to put those in: Sphinx's Tutelage is better in a card draw based deck than a mill based deck. Maybe it'll get a dozen or so cards every other game, but I don't really think it's quite worth it. Isochron Scepter is good if you can hook it up with one of your half dozen instants that are worth while imprinting with it and it can go infinite w/ Dramatic Reversal and a Sol Ring or something, but I'm not sold. It's an easy two-for-one if an opponent gets rid of it and I feel like there'd be many situations that it's just a dead card in hand if you don't have one of your instants. I've seen how well Tormod's Crypt has worked, but it doesn't do enough to stay in the deck compared to some of your other "graveyard hate" cards. Plus, many of your other cards (literally) get their power from having stuff in your opponent's yard. Evil Twin isn't as bad as he thinks he is. As a removal spell he's slow and I don't see why you need a Clone in here. Body Double is worth it, though because 8/10 times people will have more creatures in their graveyard than on the battlefield against this deck. Disciple of Deceit feels... untrustworthy. If it works, though, by all means keep it. I'm not familiar enough with the deck to know what you would throw away and what you would want to go find. Maybe Crypt Incursion for the sane reason as Toromod's Crypt? Maybe switch it with Profane Memento? Also, maybe Bontu the Glorified could be cut?
Some other cards you could look out for: Altar of the Brood. Mind Sculpt. Siren of the Silent Song (I really like its draw and mill ability). Dinrova Horror, Far / Away, and Reality Shift are underrated removal spells. Also at least two more board wipes. Cyclonic Rift is just as good, if not better, here as it is anywhere else. In Garruk's Wake is pricy, mana-wise, but pretty nice. Nevinyrral's Disk is a classic. Profaner of the Dead works in here. And there are more at least decent black wipes that you could consider playing. And maybe you didn't think of these couple dudes, but they are good for butts and good in general: Disowned Ancestor, Dragon's Eye Savants and the best blocker of all time Fog Bank.
2 months ago
Well at first glance (if this were my deck) I would say lower your creature count by about 10.
Raise your land count by 8 and add mana fixing Command Tower Shimmering Grotto the guildgates like Dimir Guildgate and some fetching like Evolving Wilds and Terramorphic Expanse. I would also add more ramp especially in black to be able to raise the graveyard Black Market is an easy include. Then there is Manalith and the signets like Dimir Signet. You have two pieces of an infinite mana combo already Ashnod's Altar + Nim Deathmantle you could add Cathodion for colorless mana.
You can take advantage of blue card draw with Rhystic Study and black tutors with Diabolic Tutor Corpse Connoisseur and you can exploit Sidisi, Undead Vizier to herself and recast her giving you a recurable tutors.
I hope this helps and keep me updated on your changes and how it runs.
2 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.
2 months ago
Okay, first things first is you need to have exactly 100 cards in your deck for commander, and you're short 14 as of this posting. Let's see if we can get you those last 14 cards.
You might first want to consider switching commanders to include green, as you'll get access to all kinds of good stuff that way. If you want to keep white, you could switch to Derevi, Empyrial Tactician or a combination of Thrasios, Triton Hero and Ravos, Soultender (which also gets you access to black) or Sidar Kondo of Jamuraa. This will get you things like Vineshaper Mystic, Kumena's Speaker, Deeproot Champion, Shapers of Nature, and some other creatures. It also gets you all kinds of ramp like Cultivate and Kodama's Reach.
Metallic Mimic and Coat of Arms are pretty solid choices in tribal creature decks. If you're going to run creatures that don't fit your tribe, you might want to consider Arcane Adaptation. Master of the Pearl Trident is essential to merfolk tribal, and you'll definitely want to run Deeproot Waters as well.
Currently, you're running a couple of cards that don't really serve a purpose. You'd be better off just using an island in place of Dimir Guildgate, as you don't need black mana for anything, and the fact that it comes in tapped slows you down. Same deal with Sunpetal Grove; without any green in your deck, there's no reason to use it. I'm not sure how much cash you have to throw around (or want to throw around), but you'll definitely want to add an Azorius Chancery; it's inexpensive and works really well in Commander format. An Azorius Signet will help speed up your mana base as well, and you'll probably want to pick up a Sol Ring too. Anything that helps you get to your big cards faster is a good thing.
In any case, the first thing you should do is get this deck up to 100 cards. It'll be easier to make suggestions for other cards once we see what you have access to right now.