Dolmen Gate

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Lorwyn Rare

Combos Browse all

Dolmen Gate

Artifact

Prevent all combat damage that would be dealt to attacking creatures you control.

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Dolmen Gate Discussion

Optimator on Flight of the Valkyries - EDH Red/White Angels

1 week ago

For decks that don't go wide, things like Dolmen Gate or Iroas, God of Victory can allow you to take advantage of all that Vigilance you got going on. In fact, I think Iroas makes the best R/W Angel Tribal commander. As a God he's angel-like and his abilities are obscenely good. On top of all that he's only 4 mana and hard to remove. If you're ramping up into angels then recasting him on the off-chance he's exiled is effortless.

GCNDAN3702 on Mean Green Aurochs Machine

1 week ago

Sorry for the late reply! I've been taking a hiatus from magic for a while. I actually used to have rimehorn aurochs in my deck for that very reason you mentioned. coupled with Dolmen Gate, it made for quite the synergy. My earlier versions of the deck sound similar to yours in fact, since I also ran red and I'm guessing you're running Skred. I ultimately got rid of those cards to focus more on supporting wild pair though. I think for your build though, a wild pair or 2 certainly wouldn't hurt. Doubling Chant might be better for you actually, since your build sounds more aggro focused.

As for Steely Resolve, it's good cheap protection, but it's situational protection that I can't tutor for reliably. My deck should be pro-active enough that if my Aurochs do get wiped out, I can just try to win by gigantomancing my mana dorks, or ramping out Ulamog.

Thanks for the suggestion though, and good luck with your deck!

mrfab13 on Boros Legion

2 weeks ago

Insurrection is the main reason red is any good in commander (fucking busted) also Solemn Simulacrum is a staple in every commander deck. and other stuff id be running is Umezawa's Jitte Dolmen Gate Condemn Mirror Entity Blazing Archon Serra Avatar Moonveil Dragon Wall of Omens Path to Exile Swords to Plowshares White Sun's Zenith Lightning Greaves Banefire

also you land base needs work

tschiller on Kaalia Beatdown

3 weeks ago

I'm missing tutors like Vampiric Tutor, Diabolic Tutor, Enlightened Tutor or Demonic Tutor. I also would recommend Dolmen Gate since Kaalia is so nimble and can easily be shut down by defending flyers.

Maybe you'll find some more inspiration here

DrunkManSquakin666 on Casual Kaalia

4 weeks ago

Alright... Lessee what I advice I can give, here...

First off, 44 lands may be a bit overkill. I'd recommend you consider putting the signets back in, as well as Darksteel Ingot, if you still have 'em. The Ravnica bounce lands are deceptively good, as well. They may return a land you control to your hand, but you can just bounce a tapped on after using it. That second mana they produce can be quite useful in the long run.

Dolmen Gate is an interesting card I've never seen in a Kaalia deck before. O.o I like it! Might consider getting one, myself, lol.

I'd recommend a few cheaper critters like Baneslayer Angel and Thundermaw Hellkite. Mainboarding your Blinding Angel and Kothophed, Soul Hoarder would also be advisable. There's also Harvester of Souls to consider, and I find it odd that you took out Angel of Despair. O.o

Rise of the Dark Realms and In Garruk's Wake are interesting, but seem... unnecessary. Same goes for Warstorm Surge.

Finally, Decree of Pain seems like it'd be useful, as well--particularly as a replacement for Wake.

For further inspiration, my deck's right here: Hardcore Kaalia.

Hope that helps! :)

GoodLuckGuy on CP#5 Krenko is Kranky

1 month ago

Cuts

While the cards I'm going to list are not necessarily bad cards that can never be good in the deck, I still don't think they work as well as other cards do in your current build. I'll keep my reasoning brief.

You don't have enough draw condition in the current version of your deck to justify running mana doublers. Cut: Caged Sun, Extraplanar Lens, and Gauntlet of Power.

For similar reasons, later game mana rocks are also fairly pointless, they just slow you down for little benefit. Cut: Gilded Lotus and Thran Dynamo.

Also Temple of the False God doesn't really do anything either here.

I know I didn't give you quite as many suggestions for creature additions as I'm going to give you for creature cuts. If you want some more suggestions for creatures, just ask, I don't wanna flood you with suggestions.

You can afford to lose some tokens, so Dolmen Gate is unnecessary here.

Hall of Triumph and Goblin Caves are pretty bad as anthems go.

Rage Reflection is a sub-optimal card, many other cards are simply better.

Magistrate's Veto is interesting but unnecessary

This is not the right kind of deck for Mana Web.

Roar of the Crowd and Dogpile are both worse versions of (many) other cards.

Even though Boggart Shenanigans is literally a "Goblin Tribal Enchantment", it is still the worst way to generate free damage.

Smash to Smithereens is one of the most mediocre artifact removal card in the game.

That's all for now, if you want any other advice, just ask.

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