Land — Gate
Gateway Plaza enters the battlefield tapped.
When Gateway Plaza enters the battlefield, sacrifice it unless you pay .
: Gain one mana of any colour.
|Want (3)||Lastexile0 , hammer52 , spaceyjdjames|
Printings View all
|War of the Spark (WAR)||Common|
|Ravnica Allegiance (RNA)||Common|
|Guilds of Ravnica (GRN)||Common|
Combos Browse all
|Commander / EDH||Legal|
Gateway Plaza occurrence in decks from the last year
All decks: 0.17%
Commander / EDH:
All decks: 0.02%
Gateway Plaza Discussion
1 month ago
Seems a bit expensive with the cmc in that deck, you might want to consider including ramp or just replacing cards with lower cost cards. Also i wouldn't recommend using any Transguild Promenade s, Gateway Plaza s or Golgari Guildgate s.
https://managathering.com/duallands/Golgari.html might help you find some better lands for your deck.
1 month ago
Merfolk is always a potent tribe, but I do see some incongruous elements that ought to be obviated.
For the basics of a deck, I have some recommendations as for what may be excluded.
Storm the Citadel is a fine card, but it's restrictive and must be done on your turn, with a board state. Removal is best when it can be used both if you're ahead or behind in the game.
Kiora, Behemoth Beckoner only draws cards off of six creatures in the deck, and thence doesn't bolster much. Lords help, but card draw is more applicable when it's not dependent on your board-state. Curious Obsession falls unto the same category.
Spark Double is quite restrictive that doesn't do much on its own. Cloning the commander doesn't do much, either, so a worthy target isn't always available.
I'm not quite sure why Clear the Mind is in here.
Geode Golem doesn't actually cheat the cost of the commander by too much, so perhaps it doesn't merit inclusion.
Tidal Flats is a card selcouth to me, and I don't quite understand its purpose. It can mess up blockers, sometimes. The opponent needs to have no open mana, otherwise, it's useless. That's very easy to play around and I'd prefer just a kill spell.
You have an awful lot of lands in here. A deck-building strategy I adhere to is fewer lands in place of draw spells. They have more utility late-game and can still find lands if need-be.
As for the theme of the deck, I have some potential implementations.
Kiora's Follower is an on-tribe creature that synergizes with the strategy, and ramps. Only great. :)
Stonybrook Banneret spells itself out.
Cytoplast Manipulator is a splendid option for your counters theme.
As for removal, Reality Shift , Krosan Grip , Pongify , Beast Within , Rapid Hybridization , Kenrith's Transformation , Incubation / Incongruity , and Imprisoned in the Moon . Kill spells that strand a commander on the battlefield are always annoying to deal with.
At last, Vigean Graftmage seems perfect.
Alas, welcome to the format, and may you slaughter the opposition with your irriguous fiends. :D
I do have my own list if you wish to peer upon it: The River Anew
2 months ago
Haha, thanks for tagging me here. I think land base shouldn't stop you and I believe you can find your way into a solid mana base here.
Danielisaias is certainly right is the idea that guild gates may be a good approach but there are certainly many ways to get the mana base right. IF you want to go the guildgate path, here is the cards you want for that build.
Lands Now I am not entirely sure, but I believe that around 10 gates is the best way to build this. Since our ramp and mana fixing is primarily green, we will include 1-2 copies of all gates that include green. Then add 0-1 of the other gates as relevant. IF you were to run all of the following ramp, you will most definitely not need more than one copies of most gates. In addition Gateway Plaza is a great gate that effectively taps an additional land when it enters. You can probably run 4x Evolving Wilds and put in mostly forests and 1-2 of each of the other basics if you want.
Open the Gates - A land of your choice that you can play the next turn. Like a wildcard land
District Guide - Will build a board presence and get you a extra land of choice
Circuitous Route - Terrific ramp straight onto the battlefield and includes gates
Support creatures and spells
Gatebreaker Ram - Powerful when 2+ gates are in play
Gateway Sneak - Ok card draw, guaranteed when gates are played
Guild Summit - Great way to refill hand late game and good set up in the early game
If THAT wasn't enough, here's more!
If you don't want to build a gate deck, you are already almost there. All the "land fixing" cards from the gate build are still relevant here but not as good without the synergy.
Mana Geode - This is a simple card, effective for ramp into any color and scry can fix your draw.
Beanstalk Giant - Not only is he mana fixing/ramp but he is also a giant threat!
Deathsprout - Harder to build in, but is a awesome combination of removal and ramp!
Whisper Agent - in this deck would simply be a pseudo-removal while draw fixing
Faeburrow Elder - I haven't played with him before so I don't know how good he is. Seeing as he can only ramp you mana you already have access to he is hard to judge. However, know that cards like Whisper Agent or Sphinx of the Guildpact will give Faeburrow Elder substantial bonuses.
… I think I went overkill with suggestions. Sorry ;)
2 months ago
Also, you should change the mana base so that you can actually win via Maze's End trigger since you only have 7 differently named gates. One of the other gates can even be Gateway Plaza to help with the mana base.
3 months ago
Prismite , Mana Geode and Gateway Plaza might just add value to Chamber Sentry . I love Steel Overseer in this deck. Other cards that I would consider if you can slow down your opponent enough to be competitive are Sorcerous Spyglass and Bag of Holding .
4 months ago
Here is a revised decklist (using some cards you already have) to give you an idea. You do not have to follow it exactly.
Enchantments (4) 4 Dreadhorde Invasion
4 months ago
I get this can be long-term. Here is where I'd go (and remember, Boros Wins!) Landbase: -4 Stone Quarry for +4 Wind-Scarred Crag . Eventually -1 Gateway Plaza for +1 Sacred Foundry Eventually -2 Boros Guildgate for +2 Sacred Foundry Eventually -2 Boros Guildgate for +2 Temple of Triumph Eventually -2 Evolving Wilds for +2 Temple of Triumph
Rotation is coming so there will be changes I'm sure. I'd start here.
You have so many multicolored critters that Hero of Precinct One would be a big contributor to your deck.