Gruul Guildgate

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters 2017 Edition (MM3) Common
Commander 2013 (C13) Common
Dragon's Maze (DGM) Common
Gatecrash (GTC) Common

Combos Browse all

Gruul Guildgate

Land — Gate

Gruul Guildgate enters the battlefield tapped.

: Add or to your mana pool.

Price & Acquistion Set Price Alerts

MM3

C13

DGM

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Gruul Guildgate Discussion

enpc on SAC FO DAYZ. Looking for ...

2 months ago

MagicalHacker: Jarad, Golgari Lich Lord fits the bill alright. But as mentioned, OP already had a golgari deck, So I am making the assumption that they should still have the cards available (please let me know if that's not the case). The addition of a few red/X lands (see Savage Lands, Gruul Guildgate and friends, Transguild Promenade, Rupture Spire) as well as staples like Terramorphic Expanse and Evolving Wilds would be more than sufficient for splashing red, givin gaccess to Prossh, Skyraider of Kher who is $2 from star city games.

Prossh will provide the deck with good token production which is much more resilient to graveyard hosing than a monoblack deck which relies on recursion eninges. The addition of green also gives access to ramp cards such as Rampant Growth, Sakura-Tribe Elder, Cultivate, Kodama's Reach, Explosive Vegetation, etc which will drastically increase the speed of the deck compared to the heavy reliance on mana rocks that mono black will need (also helps with colour fixing).

Red will also give access to cheap wheel effects such as Reforge the Soul ($3 from SCG), Chandra, Flamecaller ($4 from SCG), Dragon Mage ($1 from SCG) which will drastically help increase the deck's output, not to mention cards like Fecundity and even just getting additional value off Skullclamp as the tokens produced have 1 toughness ompared to the typical 2 toughness that you'd see in a monoblack deck (since you're most likely going to be making zombies). Plus spells like Shamanic Revelation will draw you a crap load of cards (50c on SCG).

For low budget decks, having access to green makes them much better overall compared to any other colour. It has a good range of effects and havin access to land ramp is vital. And head to head, I would put my money on a Prossh deck compared to a Anowon deck of the same cost any day. It's more explosive and Prossh himself provides the deck with a self contained win condition.

JuanDiego_Montoya on Friendly Fire Builder

2 months ago

First of all, you should delete Highland Weald and Gruul Guildgate. They aren't fixing your mana enough (especially in a 2 color deck) to warrant being as slow as they are. Secondly, you should take a look at how much mana ramp you have vs. the # of lands vs. your average CMC. You need to include more lands and ramp (like Rampant Growth, Cultivate, and/or Explosive Vegetation) to get your biggies out sooner. Additionally, you'll want mana rocks like Darksteel Ingot, Sol Ring, and Gruul Signet to serve as quick mana too. You can swap out some lands/rocks/ramp for mana creatures, but be very careful when doing so, as a mana creature is never worth as much (in terms of reliable mana sources) as a land or rock due to three things: their mana cost, summoning sickness, and potential to be removed.

If you haven't tried it yet, go to edhrec.com and search your commander to find good cards that are commonly included in decks with your commander.

mollycat on HELP ME PLZ

3 months ago

Ok ok so, i have a commander deck with Karrthus, Tyrant of Jund as the commander. The deck itself has functioned pretty well up until recently, i have been getting completely rekt early game. Do keep in mind i have not been playing long and do not have a great understanding of cards or of a good build, in fact this is the first deck i have ever built. All i really need help with is early game because dinos have been destroying me as of late. The deck is built as follows:i have no clue what im doing dragons

TheStig9382 on Why not you

4 months ago

Gruul GuildgateIncreasing SavageryRattleclaw MysticCyclonic RiftEldritch EvolutionBirthing PodDomri RadeCommand TowerFathom MageSomberwald SageWorldly TutorCryptolith RiteZendikar Resurgent

Some of these are expensive so just avoid those ones if you want. I think the biggest problem for this deck is gonna be card draw, so maybe some other 1 or 2 mana draw spells like Preordain would be good. I also have a few of these cards you can have already. Also we need to fix the mana base

landofMordor on What if WotC had gone ...

4 months ago

aholder7 is right -- with more and better lands, suddenly things like Esper Charm, Maelstrom Nexus, Cryptic Command, and Maelstrom Archangel shoot up drastically in price and Snapcaster Mage/Tarmogoyf go down (or at least don't get any better).

As to Gleeock's comment (and also for the OP), I think MaRo is right when he argues that the color pie is one of the most important and fundamental pillars of Magic. If the quality and quantity of dual lands enabled every player to build 5-color decks, there would be no point in having counterspells be exclusively U, or unconditional killspells being B, or beefy creatures being G. And even though you can invest a lot of money into making a 5-c base work, you still don't see competitive players running cards with WUGRB in the costs. Instead, pro decks are 3 colors with a 4th splashed, max (unless it's an inherently unfair deck like Dredge), and those multicolor decks still don't always outperform decks like mono-R Burn with W splash (which recently took a Modern title). (In the same vein, mono-R and mono-B are both top decks in Standard currently.) In that way, the downsides of dual lands are actually restricting power level of old formats like Modern, which is a great aid to players looking to enter into competitive play.

Even great dual lands like shocks and fetches reduce decks' consistencies (through life loss if nothing else), which gives mono-colored decks an edge that they wouldn't otherwise have.

Yes, reprints and/or more dual lands are essential to reducing costs of Standard and older formats, but you'll notice that every block of the New World Order had a rare cycle of dual lands -- Origins had painlands, BfZ manlands, SOI reveal-lands or whatever they're called, KLD fastlands, and AMK bicycle lands. So WotC is aware of the problem, and they consistently print solutions to that problem, even if they aren't all shocklands.

That's not even to mention the uncommon/common cycles of taplands reprinted. Which, by the way, Rugged Highlands, Skyline Cascade, and Ramunap Ruins have come a long way since the days of Gruul Guildgate, so I'd argue Wizards IS slowly pushing the bounds of how much upside they can print on a tapland.

saber4734 on Gruul in Ixalan - The Nature's Fury

5 months ago

So these are the main land changes I would make. And that's provided you don't change any basic land. Change that Gruul Guildgate to a Rootbound Crag. Change a Rugged Highlands to a Gruul Turf. Yes it still comes in tapped but it taps for both red and green. Change the other Rugged Highlands to a Cinder Glade.

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