Guild Summit

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Penny Dreadful Legal
Standard Legal
Pioneer 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

Guild Summit

Enchantment

When Guild Summit enters the battlefield, you may tap any number of untapped Gates you control. Draw a card for each Gate tapped this way.

Whenever a Gate enters the battlefield under your control, draw a card.

Guild Summit Discussion

ShadowAblaze on Niv-Mizzet Reborn (into poverty)

1 month 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.

Guildgate 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.

Land Fixing

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

Gates Ablaze - Great for board stalling. Should never kill Gatebreaker Ram

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 ;)

Outlawful on

2 months ago

Thanks! I added Clear the Mind because because I ended up milling myself a few times with Guild Summit . I see What you mean about the ramp though. The list is currently only 57 cards so I can just add a Hydroid Krasis and 2 Growth Spiral . Any other ideas?

Braingamer on

2 months ago

Okay, personally I'm not sure why you're running Divine Visitation like you don't have nearly enough token makers or ramp to make it even close to worthwhile. Also, I would definitely add some basics not only to be able to more effectively make but to have more land types for Field of the Dead . Also, not really sure about that one Clear the Mind That should definitely be an additional Growth Spiral . So overall I guess cut Divine Visitation s for 2 more Guild Summit s and 2 more Growth Spiral s and cut that Clear the Mind for like a Hydroid Krasis

John_TItor05 on Sultai Food

2 months ago

@9-lives This deck doesn't run gates, so Open the Gates could only take a Swamp or a Forest, which isn't ideal. This deck also didn't really need ways to search additional land as there's no land matter card like Guild Summit or Field of the Dead in this deck. But, thanks for the suggestion!

stensiagamekeeper on Colossal Burn

8 months ago

What I think you're after is a take on the standard gate deck except that it leans heavily on the direct damage plan to win games. The advantage of this being removal doesn't effect your plan as much but the disadvantage being that no burn spell could ever deal more damage than a Gatebreaker Ram attacking for a couple turns. Considering this, I think Sarkhan's Unsealing is probably not right for this plan if you're really cutting down on the creature count.

Risk Factor seems decent if you think of it as a 6cmc 8 damage Banefire . A problem you'll probably run into is the inherent card disadvantage of these type of effects could leave you out of cards quite quickly if you don't draw Guild Summit or it gets removed. I'd suggest trying to find some redundancy for this effect.

Speaking of which, The Mirari Conjecture could be a nice way to re-buy and double up burn effects especially considering ramp makes that plan all the more viable. Fight with Fire is also a sweet two card combo with it and works as a removal spell if your opponent is putting out too much pressure.

Finally I'd suggest a transformational sideboard plan. Having a creatureless mainboard and 8 colossi or rams in the side can really invalidate your opponent's sideboard hate.

Stazeeee on Four Color Guildgates

9 months ago

The shell of your deck looks pretty solid. Just some thoughts but what do you think about the following:

IAmTheWraith on Four Color Guildgates

9 months ago

I would also board in Lava Coil against Mono-Red, there's no such thing as too much removal against a creature heavy deck. Also, Crushing Canopy is good in the mirror for getting rid of Guild Summit , but you may find it slow.

xaarvaxus on First EDH

9 months ago

Guild Summit won't do much in this deck as you only have 1 guildgate in the deck. Outpost Siege , while getting you cards you can cast from exile, isn't technically drawing them so doesn't trigger your commander's ability.

Brainstorm is card draw that pretty much becomes Lightning Bolt as well with this commander.

Cards like Direct Current and Bombard are not great removal in the EDH format as too much of what you want to remove is way too big for that minimal damage. If you want to keep a bolt effect, Bombard should become Spit Flame because you could potentially recur it by casting your commander or one of the handful of dragons you have in the 99.

Some EDH removal staples include: Chaos Warp , Pongify , Rapid Hybridization and Reality Shift for targeted removal and you will also want a couple of boardwipes such as Blasphemous Act , Hour of Devastation , Earthquake or Chain Reaction .

I'd cut some of the creatures like Leapfrog to go with more instants and sorceries to take advantage of your commander's last line of text. Expansion / Explosion is one I'd strongly consider.

Some cards that work with all versions of Niv: Basilisk Collar and Gorgon Flail to give his pinging ability deathtouch for boardcontrol and Curiosity is a superior engine for him.

And considering his casting cost, I'd look to add a Gilded Lotus to the deck as you could easily get stuck with not having enough of one of your colors.

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Guild Summit occurrence in decks from the last year

Standard:

All decks: 0.29%