District Guide


Format Legality
Pre-release Legal
Tiny Leaders Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Guilds of Ravnica (GRN) Uncommon

Combos Browse all

Related Questions

District Guide

Creature — Elf Scout

When District Guide enters the battlefield, you may search your library for a basic land or Gate card, reveal it, put it into your hand, then shuffle your library.

Browse Alters

District Guide Discussion

Ixthinon on Jodah EDH

2 months ago

You might find that spells like Cultivate and Kodama's Reach are great for mana fixing. I find that a slight lean towards green and you can avoid including all those lands that come in tapped by including more land fetch spells. When most of your lands come into play tapped it just slows you right down and you end up being a turn or two behind.

For your consideration:


Farhaven Elf

Wood Elves

Untamed Wilds

District Guide

MonkeySit on Selesnya Proliferate Casual

2 months ago

Completely agree with that change RainbowF13 - the hexproof really is nice.

I'm just trying to think of ways to improve on this deck because so far the one thing I see is lacking, is a win con. So far, you can proliferate quite nicely and you can add +1/+1 counters on creatures. The way I see it, you have a couple of options -

  1. proliferate the existing creatures to be used for ETB effects and combat
  2. let each creature have a job - proliferate ETB's as chump blockers, combat-centric creatures to attack, passive ability creatures to continuously gain value from.

Each one of us has their own play style and mine personally likes to let each card have a purpose. Let's take Evolution Sage for example, this is your main proliferate engine and if this creature dies to combat then you will stop gaining value. Pollenbright Druid will gain value but only for one turn so after it has entered the battlefield, how do you continue to gain value from it? My choice in this scenario would be to protect my life total. Not making any direct suggestions here haha just trying to point out to know what you want to do with each of your creatures :)

Now on the note of Nissa, Who Shakes the World , you mentioned you couldn't find a necessary spot for her to make room for and remove some other cards. The double forest is a huge benefit, now doubt. What you may find useful in your deck is the -8 ability where you can search your library for any number of forests and put them onto the battlefield tapped. Here's a scenario - you have 3 creatures on the battlefield that have at least one +1/+1 counter on them and an Evolution Sage . When you -8 Nissa, each creature will get 9 +1/+1 counters on top of the existing ones. Another scenario is this (which may be something to consider looking into - I'm fiddling with a deck at the moment on Arena which I'll outline in the next section.) - you have 7 1/1 creature tokens on the battlefield, the -8 is ready but you have a Pledge of Unity and in hand, play that first, then -8 Nissa and now you have a very wide board to swing in with.

The thing is that Nissa will provide you with more value than you can know what to do with so my recommendation would be to save that for a different deck. Because you want this deck to be focused on wolves - you love the cards so build the best you can around it :) If you were to try and get value out of a card like Nissa you will be changing your deck around too much because I can say if it were me building one, it would have cards to proliferate and add +1/+1 counters like your own, but then have cards like Nissa's Triumph and District Guide , maybe even Circuitous Route to trigger more land proliferates from the Evolution Sage - You get enough and you can -8 Nissa after she ETB's (e.g. two sages on board, a land and District Guide in hand and you can -8 immediately). Finale of Glory and Divine Visitation would make the list too. But as I said, this would be a TOTALLY different theme/win con. A lot of useless information here but I mostly just wanted to point out what Nissa will be good at doing and what she would be better at doing which may be of some use to you in this deck should you wish to take out some cards which aren't as useful or if you want to build another deck.

If there is two things I'll leave you with as a suggestion for your current deck list is this - you have in your maybeboard Bond of Flourishing but I believe Vivien's Arkbow is one of the best draw engines in the new set and only a couple of dollars. You also mentioned you have no big creatures - Ghalta, Primal Hunger is a big creature that can be cast for VERY cheap and also only costs a few dollars. A Ghalta that has been exposed to the proliferate mechanic is bloody scary (especially if you find room for Nissa). Anyway, I think that will do for now! HAHA sorry for the essay but hope it's of some use to you! I'm loving watching this deck progress and excited to see what else you come up with!

GuthixPriest on Land Ho!

2 months ago

With any 5 color gate deck ramping to the end is your friend. in that regard i would suggest firstly adding in Gateway Plaza as i don't see that gate. id also consider some gate specific ramp like Circuitous Route ,and District Guide come to mind. a pretty out of nowhere win con i like to use in my gate deck is to get out at least 10 lands and use Scapeshift to force all the gates in. one thing you'll want to probably have more answers for is nonbasic land hate as with all gate decks thats where you get truly boned.

Urth_drgn219 on Junds of Fun (Prossh EDH)

4 months ago

Please pay attention to mana curve. By mana curve, I mean you want to have things to do each turn for turns 2 and above. For example, take a hard look at your stuff in the 4 mana slot and above. What are dead cards in games? Drana, Liberator of Malakir and Phyrexian Arena will lower your mana curve and produce desired results. Also, look for ways to help get your lands on each turn or early: Gatecreeper Vine , District Guide , Caravan Vigil , Rampant Growth may help.

Upyron on Interactions: Steam Vents:

4 months ago

Unlike most dual lands, this land has two basic land types. It’s not basic, so cards such as District Guide can’t find it.

Card like Grixis Panorama will find it and put Steam Vents on battlefield, I know will tapped only.

Thanks as always :)

Ragamander on Bant Pod, The Sequel: The Mighty Ducks Return

5 months ago

Four colors? You madman!

Make sure to remember that Incubation Druid can't tap for black until you have a Swamp, so you've effectively got only six black sources (3x Swamp + 3x District Guide ). Also keep in mind that you're only going to have something to cast on turn two about 40% of the time, so, if you're on the draw - say, against mono-red - they're actually favored to get three or more whole turns before you cast anything at all, so be prepared for that.

That said, good luck and godspeed!

TheRoaringRegisaur on The Gates Of Judgement

5 months ago

This looks amazing! I'd consider switching some or all of your Gatecreeper Vine with District Guide . Although the guide is [1] more expensive, you have a lot of two-drops and this would maybe better help your mana-curve. And, of course, a 2/2 is better than a 0/2. A few other interesting cards I've seen in standard Gate decks that you may like:

I hope something here was helpful. I'd really appreciate it if you'd give me advice on one of my decks, like Azorius Airstrike or Humans to Demons (both modern) or Boros Strike (standard). Thank you so much!

xaarvaxus on Windgraces vengence

5 months ago

I will second multimedia on some of the suggestions...

Warped Landscape should be replaced by Jund Panorama , it will get you the exact same basics but activates for less

Sol Ring has a legit claim as the best card in commander

Acidic Slime is such versatile removal and leaves you with a 2/2 that will trade with someone's best [and likely much bigger] creature because of the deathtouch, plus consider that if you have Thantis, the Warweaver in play, your opponents will be attacking each round and you are the likely target because of the spider.

Fierce Empath is great for making sure you have that bruiser to cast once you have all of these lovely lands in play

Sylvan Scrying is a good tutor for getting any land combo but Crop Rotation can fit in there as well [though I just checked the price and for a common its pricey]

Harrow has great synergy with this commander and landfall in general, the fact that it is an instant puts it over the top as it combos with Rampaging Baloths for 2 surprise 4/4 blockers.

Cheap duals that you should look at adding -

Sheltered Thicket and Canyon Slough . Not too expensive, can cycle for card draw in a pinch without your commander out and then be brought back into play with his -3 plus they have the Swamp/Forest/Mountain type [subtype?] that lets them be fetched with Farseek though Wood Elves / Nature's Lore will only fetch the Thicket. You can always splurge on the relevant shocklands to round out the cycle.

I would also swap out the 'Refuge' lands for the appropriate guildgates so Circuitous Route can do better color fixing for you. Farhaven Elf might want to become District Guide for the same reason but you do lose getting the land in play.

Comet Storm is an upgrade to Volcanic Geyser as it gives you the choice of burning multiple target at the same instant speed.

Omnath, Locus of Rage could definitely find a nice home in this deck as well.

Not quite as budget as Multi, but I tried to keep suggestions under $5.

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District Guide occurrence in decks from the last year


All decks: 0.08%

Commander / EDH:

All decks: 0.0%