Guild Summit

Legality

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

Browse Alters

Guild Summit Discussion

stensiagamekeeper on Colossal Burn

1 month 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 | Arena Edition

2 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 | Arena Edition

3 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

3 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.

Ragamander on Bant Pod, The Sequel: The Mighty Ducks Return

3 months ago

I like the subtle changes I'm seeing in the maindeck. I'd personally go -1 Mirror Image +1 Knight of Autumn , primarily to make sure you don't flood yourself with clones with nothing to use them on. Three clones should be enough to generate overwhelming value in this deck. I also might go -1 Meteor Golem +1 Pelakka Wurm ; the seven life, game-dominating body, and card-on-death are probably going to be better against most everything except Teferi. I also really want to find room for Biogenic Ooze in this deck, since Militia Bugler can pull it, much like Trostani Discordant . I don't know if it's better than Mesmerizing Benthid , though, so I'm not sure how it would fit.

Your sideboard looks pretty good. Vannifar decks are likely to out-grind the popular BGu Value decks, so you probably don't need much in your sideboard for those matches. If you can fit in a single The Immortal Sun , that might be worthwhile. I was going to suggest Shield Mare if it hadn't made it in; it's perfect for what this deck wants to be doing against aggro (especially MonoRed). Kraul Harpooner is also an excellent choice to keep you in the game against UR Drakes and MonoBlue. Incubation / Incongruity is nice emergency removal against giant flying creatures and helps dig for other sideboard answers otherwise, so it's reasonable, though I'd take the opportunity to go -1 Incubation / Incongruity +1 The Immortal Sun just for the occasional free wins.

Here are my two highest-priority suggested changes:
-3 Make a Stand ; +3 Negate
-3 Reclamation Sage ; +1 Lyra Dawnbringer , +2 Tithe Taker

Negate beats every spell that Make a Stand beats and more: Seal Away , Ixalan's Binding , Vraska's Contempt , Teferi, and most importantly Settle the Wreckage and Find / Finality . You lose the ability to swing creature combat in your favor, but in general you're favored during board stalls anyways. Negate will help you beat Wilderness Reclamation decks, burn decks, and Gates decks as well.

With seven copies between Knight of Autumn and Mirror Image , you've got plenty of maindeck ability to deal with Wilderness Reclamation , Experimental Frenzy , and Guild Summit ; additional artifact/enchantment removal is unnecessary (especially if Negate is in the board too). Rather, it might be better to have access to the swingiest white creature in the format - Lyra Dawnbringer - against aggro decks and Tithe Taker to harass and pressure decks that want to operate on your turn. Honestly, I'd rather see Tithe Taker in the main, but it's a fine sideboard card too. Other options in that open 2x slot are Seal Away as hard removal and Warrant / Warden as a flexible answer/threat.

Vivien Reid is also usually present in green lists somewhere in the 75. I'm not sure she's necessary here, but it's a card to always remember. Another card you have access to is Entrancing Melody , which is great for stealing Hydroid Krasis and is effectively a removal spell that also gives you pod fodder. River's Rebuke and Settle the Wreckage are also available in your colors and can be potential blowouts. Just options to keep in mind.

Finally, looking back over the list, you may actually need more mana sources than 23 lands + 4 Incubation Druid . 23 lands means that you're only 58% likely to make your fourth land drop on your fourth turn. If you're missing Incubation Druid and Prime Speaker Vannifar (or if they die), you can struggle to make it to your heavy hitters. Most Vannifar lists I've seen have roughly the same curve as your deck and are running 23-24 lands + 8-13 mana dorks. Not that this is necessarily correct, but the lists appeared to be performing well with that combination.

Dango on What is the best Gates ...

3 months ago

Once a Circuitous Route hits it feels like it's nearly impossible to keep a Gate Colossus threat at bay especially in conjunction with Guild Summit . I got pummeled by some guy's Gate deck on Arena the other day two games in a row after matching with him again. It was truly inspiring.

Colonel_Kink on What is the best Gates ...

3 months ago

Hi, so i currently play ink gates (wurg) i find it has incredible power, as the - Plaza of Harmony gains 3 life and helps fix your mana. (helps against aggro)

- Guild Summit beats control (too much card draw)

- Gates Ablaze (good against aggro and midrange.)

- Gatebreaker Ram (is a threat they must deal with.)

-angel, gains you a billion life beating aggro.

but the other cards im not too sold on. i mean circuitous route ramps and draws cards with guild summit (which is good)

(hydroid krasis is great but budget replaceable with the 8 mana gate 8/8) and leaves me with a few cards to play around with.

however i suck at sideboarding and am unsure what the best cards to use in a gate tribal sideboard would be. and what do i take out? (i feel that the meta is currently aggro, and control at the moment in my area.)

greyninja on

4 months ago

Neato +1 from me

I really like the Honden cycle, Tatyova, Benthic Druid , Reki, the History of Kamigawa , Crackling Perimeter , and a lot of the new stuff like Guild Summit , Wilderness Reclamation and Plaza of Harmony

Nim Deathmantle seems out of place. It's because you're running a lot of boardwipes (so is everyone else); and hopefully you're going to have a lot of mana ?

No Tempt with Discovery ? It gets any land. I guess it's a little over costed unless you're in a big group game. I try to never give in to someone else's tempt ;)

What do you think about Bring to Light , Maelstrom Nexus , Maelstrom Archangel , Demonic Tutor , etc? They're not legendary but are good. Maybe Yidris, Maelstrom Wielder , Thrasios, Triton Hero and Azusa, Lost but Seeking to really drop some CA$H XD

Keep up the good work!

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Guild Summit occurrence in decks from the last year

Standard:

All decks: 0.29%