Gatekeeper of Malakir

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Duel Decks: Sorin vs. Tibalt (DDK) Uncommon
Zendikar (ZEN) Uncommon
Promo Set (000) Uncommon

Combos Browse all

Gatekeeper of Malakir

Creature — Vampire Warrior

Kicker {B} (You may pay an additional {B} as you cast this spell.)

When Gatekeeper of Malakir enters the battlefield, if it was kicked, target player sacrifices a creature.

Price & Acquistion Set Price Alerts

DDK

ZEN

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Gatekeeper of Malakir Discussion

Country88 on Modern Assassins (Cruel Control)

3 weeks ago

@Grubbernaut Thank you for the suggestions. I do agree with the two more Fatal Push, and Hero's Downfall. I see your point about the manabase. The mana base for me personally it has suffered very few issues, but yet for me it is something I always worry about. I could stand to throw in a Blooming Marsh. I did try Llanowar Wastes but I ended up using them more often to get black mana, and just taking unnecessary damage. I also saw your suggestions for Phyrexian Arena, Gatekeeper of Malakir, and Gifted Aetherborn. I like these cards, but I have found the need to be careful when dropping Assassins in favor of other cards. This I have found takes away from Scareblade's effectiveness. I will try a few of these suggestions. Thanks!

Grubbernaut on Modern Assassins (Cruel Control)

3 weeks ago

I would use Hero's Downfall over contempt

Cut 2 grasp for 2 more Fatal Push

Only 4 green sources which are also non-fetchable seems sketchy; even a set of Marsh Flats or Windswept Heath (to keep it cheap) could help, with Overgrown Tomb. Alternatively, Blooming Marsh and Llanowar Wastes are other options.

Cards to consider: Phyrexian Arena, Gatekeeper of Malakir, Gifted Aetherborn

Cheers!

Xica on Night's Oppression

3 weeks ago

Deep Analysis is (sadly) not modern legal. Card frame doesnt matter, it wasnt printed in core any set other than torment (otherwise i would be brewing stitchwing.deck right now)

Using 5cmc as a cutoff point for modern playability is foolish.

Between fatal push, lightning bolt & abrupt decay even cards like Falkenrath Marauders became viable - in some skred builds. However if you don't play pure-ish control with the few high cmc card being the only non control element, then your deck will appreciate if you can ramp into your fatties.

Btw.Gatekeeper of Malakir is not suited for the deck.

  • You can't pay the kicker cost if its played via scarab god.

  • Its not targeted removal, thus its terrible if the opponent is able to throw something like Dryad Arbor under the proverbial bus to protect its Glistener Elf - and similar combo pieces

  • It also has an unwieldy BBB mana cost

(Its a great card, but not for this deck)

I would strongly recomend taking a look at the crads wih the "surveil" mechanic from guilds of ravnica.

HashMasta on Night's Oppression

3 weeks ago

So first, Welcome to modern buddy :D

So I don't know what your budget is, but I since you have fetch lands and other pricey stuff, it isn't to cheap. If it is though let me know I will get you some cheaper stuff.

So first think i notice is glimmer, there are so so so many better draw spells in modern, for instance, Night's Whisper, Sign in Blood, Serum Visions, Deep Analysis and many others. Those I could just name off the top of my head.

Next up is your grasp of darkness, While I am a huge fan of this card back when ogw was legal in standard, there are certain kill spells that work better. Dismember is better in that if you need it in a 1 mana pinch, 4 life and 1 mana. If you wanted more boardwipe kinda stuff, i find Mutilate rather good. Then there is always the good old Damnation and single targets like Go for the Throat and Cast Down

I would also do Ghost Quarter instead of Field of Ruin but honestly that can be more personal preference.

I would also do Gatekeeper of Malakir for your chupacabra. While you cant target it, you will find in modern lower cmc is probably better. Also, it will get around your hexproof and indestructible creatures.

And I would strongly recommend to dump your scarab gods. I know coming out of standard you probably think he is the best thing since Ancestral Recall. But it is way way to slow for modern. If you want high mana cmc threat, Phyrexian Obliterator will keep your opponent on his toes without proper answers. Desecration Demon is gonna hit hard either on their board or their life total. Gray Merchant of Asphodel. Since you have a good amount of devotion, this will probably hit for 5-6 every time you cast him. and it only becomes more dangerous as the game progresses when you flood the board with creatures. And although it is really high mana and you probably wont cast it effectively, Sheoldred, Whispering One is practically game ending if you use her right. Although good luck casting a 7 cmc creature without tron lands

While I could give you 100 suggestions of cards, it all relies on you and what you decide. Modern is a very diverse format and has plenty of cards in it to suit anyones needs and wants towards the perfect deck they want. So all i can really say is just experiment with cards. Use different versions, test new themes, all the good stuff. Just remember to always have fun :3

Grubbernaut on Behold blessed perfection - Dimir Control

1 month ago

If you want to reliably t1 discard spell, I'd add 2-3x Thoughtseize.

Maindeck Cremate seems absolutely terrible. You could play more cantrips instead, or even Faerie Macabre can at least be a beater -- but I'd still put the GY hate in the SB, personally.

Supernatural Stamina seems bad with how much Path is in the meta. One thing you could do is play Mulldrifter to get some value out of it.

No counterspells that work for creatures? I'd consider Mana Leak and Logic Knot. One thing you need FOR SURE, though, is Cryptic Command.

4x Dismember is a lot, as well. You might consider some Go for the Throat to ensure you lose less life.

Control decks can't survive in modern without planeswalkers. Jace is your best bet, but Liliana, the Last Hope is also great.

Finally, 11 swamps in a deck like this is just crazy. Add in 8-10 fetchlands, especially with 4 [!] Obliterators. You also want basic islands in the event you get path'd. I'd cut 1-2 Obliterators if you want to keep them in, and 1-2 Gearhulks for some alternatives like Gifted Aetherborn, Gatekeeper of Malakir, etc

I'm also brewing a dimir control deck for modern. Glad to see the idea getting fleshed out. Cheers!

lagotripha on Casually Dead [Modern]

1 month ago

We were all new to the format once. I'll cover some, since it should help clear things up and help you plan.

Most relevant cards are less than 4CMC, almost the entire format never generates much mana per-card but plays a lot of cards in each game. The most key turns of the game are turns 3-4-5. Aggro will be attacking for the win in those turns, combo will probably have assembled it, control will have answers.

Most decks also pack in disruption cards, as its far, far more difficult to win when you are missing a key card- whether it has been hit by Path to Exile or Abrupt Decay or even if your Urza's Tower is a mountain thanks to Blood Moon. Everyone has both devastatinly powerful combinations of cards, devastatingly powerful answers, and a plan to win (usually quick so their opponent can't luck out).

Decks that play Aether Vial broadly fit one strategy- almost all creatures, played quickly, but they are creatrues that disrupt your opponent when you play them. The weaker body on a Meddling Mage or the devastating tempo of a well timed Thalia, Guardian of Thraben. They delay your opponents plan just enough to win before card advantage catches up with them.

When you play Aether Vial, you have one less card in your hand- which means that if your opponent can trade 1-for-1 with you in time, your opponent wins. That is the big weakness. Compared to lands to make those same plays it is favourable, but a lot of the cards mono black wants to play aren't creatures, or don't play nice with vial. It takes 3 turns to tick up to cmc 3, so unless you have a lot of 1 and, in particular, 2 drops, there is a lot of waste. If you could still Gatekeeper of Malakir properly, it would see more play.

Which brings us to the core of mono black- from reccouring threats like Gravecrawler, targeted discard like Duress, things like Collective Brutality which let you swap a spare land or dead card for a creature, kill spells like Go for the Throat and card advantage engines- even the humble Sign in Blood- all make it really, really good at trading 1-for-1. Whether you plan to be aggressive or more control oriented, that is what black is amazing at in modern- trading a card for a card-and-a-bit.

Giving up that advantage is a big choice- not bad, but it it forces a very aggressive 'race your opponent' game plan, and gives up a lot of flexibility.

The big thing mono black has is a massive toolbox of tier-2 cards that can be perfect answers to a metagame. Suddenly you don't trade 1-for 1 with that card, you trade 4 for 1 or more, then win from the advantage. Shadow of Doubt hitting a fetch gets forefits.

Inquisition is broadly equivalent to thoughtsieze with one key difference- in exchange for that two life, you cannot stop Supreme Verdict, Wrath of God Cryptic Command or Damnation. Inquisition does stop Path to Exile, Anger of the Gods and combo pieces like Kitchen Finks or hate like Relic of Progenitus, while trading even with basically everything else, so its still devastatingly good. There are competitive lists to look up if you want to see exactly what they do- usually a 3-3 or 3-2 split iirc, but 4 inquisition is still very strong.

I'd reccomend starting by copying the curve of a classing mono-black-devotion list, and working from there. Best of luck piloting, and I hope you have a lot of fun. This is probably the most versatile, diverse and consistantly strong archetypes out there.

Cloudius on edgar markov

1 month ago

+1 for Edgar Markov, one of the most badass Vamp Boss around.

I'd recommend lowering the CMC of the deck to around 3 or less if able to hasten the pace at which your treats hit the board.

Vampires

Some useful vampires you can consider:

Blood Seeker

Bloodthrone Vampire doubles up as a sac outlet, interacts well with Grave Pact, Dictate of Erebos and Butcher of Malakir (though this card's CMC is too high for my liking).

Dusk Legion Zealot and 1 life for 2 1/1 bodies and 1 card, pretty good deal.

Elenda, the Dusk Rose synergizes well with the self sacrifice theme should you run Grave Pact et al. ALso helps ensure you've some board presence should you be hit with a board wipe.

Falkenrath Noble cause I can't get enough of Blood Artist

Gatekeeper of Malakir for Diabolic Edict on a stick. Pretty good though the may be a strain on a triple color deck.

Gifted Aetherborn An uncommon with Deathtouch, Lifelink, with P/T of 2/3 for just , nuff said.

Legion Lieutenant Vampire Lord is sexy.

Vampire Hexmage a.k.a Planeswalker Nemesis!

Viscera Seer one of my all time favorite, Sac outlet and Scry in 1 card.

Lord_Khaine on Demon/Sacrifice deck help

1 month ago

Acting as removal and a body you can sacrifice later, Gatekeeper of Malakir is worthy of a place in any mono- deck. You can also use creatures such as Pain Seer for card draw and have a body you can sacrifice.

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