|Commander / EDH||Legal|
Printings View all
|Modern Masters 2017 Edition||Common|
|Return to Ravnica||Common|
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Land — Gate
Izzet Guildgate enters the battlefield tapped.
: Add or to your mana pool.
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Izzet Guildgate Discussion
3 days ago
I never liked playing Divination early game when i had a counter up. Think Twice is a bit more expensive in the short run but when you think about it you would only spend unused mana on it.
It is also 2 mana cheaper when you have a goblin out. Also you get 2 drakes instead of 1 when you have talrand out!
Evolving Wilds are also not that good in a 2 colour deck. Izzet Guildgate is far better as it gives you both of your colours at the same speed evolving wilds gives you 1.
Or even better Swiftwater Cliffs for some small lifegain.
I don't know about what you play against with your friends.
A suggestion could be Enigma Drake
The big difference between Spellheart Chimera and Enigma Drake is that Spellheart Chimera has trample but Enigma Drake has 1 more health. This could be the difference between surviving a Searing Spear and dying to it.
Also you better keep playing that kick ass Stormtide Leviathan ;)
1 week ago
Think Twice could be a nice way to keep the spells coming, and Goblin Electromancer and Curious Homunculus Flip would make a lot of them cheaper to cast. Brainstorm, Blue Sun's Zenith Treasure Cruise offer more cheap card draw. Izzet Signet and Mind Stone could be good for ramp and for fixing, in the first case. Young Pyromancer, Docent of Perfection Flip, and Talrand, Sky Summoner could be nice to pump out bodies. Archaeomancer offers a second Mnemonic Wall, not that I want to encourage any more of that. Rapid Hybridization, Curse of the Swine, Grapeshot, and Reality Shift offer some real cheap removal. Elixir of Immortality could help prevent self-mill. Also for cheap duals there are Izzet Boilerworks, Izzet Guildgate, and Highland Lake. Evolving Wilds and Terramorphic Expanse offer cheap fetching, and Lonely Sandbar and Forgotten Cave might work well too.
With all the cancels Baral might be decent as well, though he's a touch pricey. Come to think of it, Baral and Kari Zev's expertise cards could also help cast two spells in one turn.
Just my thoughts; I look forward to playing against it.
2 weeks ago
Thanks, hoardofnotions! Yeah, in general this deck typically tries to kill with commander damage as quickly as possible, but has other beats as backup, so Mistfire Adept is good for giving evasion to Shu Yun, the Silent Tempest.
I don't have any Snow-Covered Mountains in this deck because the average price for each version is above $2, and that's the limit for my local budget playgroup. You make a good point about artifact lands, which I had in the deck to synergize with Metallurgic Summonings. I replaced the Seat of the Synod with Faerie Conclave and Great Furnace with Swiftwater Cliffs (often better than Izzet Guildgate). My deck is mostly blue, but I'm keeping all the vivid lands since fixing for a three-color deck can be challenging.
I agree with you on Arcane Denial over Hindering Light. Oona's Grace seems a bit weak, and since I don't think I'll typically have more than 4 cards to exile from my graveyard, I think I'd rather have Plea for Power than Treasure Cruise.
What do you think? And thank you for the recommendations!
2 weeks ago
I really like the list! I'm jealous of the mana curve for sure!
No Snow-Covered Mountain? Why the artifact lands? They seem to open your mana base to artifact destruction for no benefit?
It looks like your deck is mostly blue cards, might be worth taking out Vivid Crag for a blue-red dual land (Izzet Guildgate) that way you can run out of vivid counters to play your nonsense and still have access to red.
Is Mistfire Adept good enough? Do you win most games with commander damage or random beats backed up with your commander?
Treasure Cruise could be good with all this spells going to the graveyard, delve the full amount!
1 month ago
Rhystic Study and Mystic Remora for cheap and efficient card-draw engines. They would draw less hate than Jace, Unraveler of Secrets, and since you only have two creatures in your deck, they would allow you to draw more cards than Skullclamp.
Mizzix's Mastery for graveyard recursion.
Do you have enough land to justify Doubling Cube?
Do you have enough card-draw to justify Thought Vessel?
With a counterspell to back it up, you can play Impending Disaster.
Ruination is a good way of getting rid of those annoying lands, and if your opponents are running four colors or more, it could potentially take out everything. It blows up annoying stuff like Boseiju, Who Shelters All, which could also be a great inclusion in your deck.
Land Equilibrium would be great, since your opponents will probably be playing more lands than you.
1 month ago
Couple potential suggestionsLands:
- Forgotten Cave and Lonely Sandbar instead of two basic lands as card draw is great.
- Izzet Boilerworks, Temple of the False God, Evolving Wilds, Caldera Lake, Highland Lake, Izzet Guildgate and Swiftwater Cliffs are some of the best budget lands for mana fixing and a little late game ramp.
- Diviner's Wand could be cool as most of your creatures and Nin, the Pain Artist are Wizards.
- Arjun, the Shifting Flame looks awesome.
- Reforge the Soul might also be cool.
- Thought Reflection is bonkers later.
- Trinket Mage to look for Spellbook.
- Magus of the Wheel? idk.
- Alhammarret's Archive is expensive but seems good.
Alternatively scrap the whole lot and play Zedruu, the Greathearted instead.
1 month ago
Thanks everyone for your input!
PlattBonnayI love the idea of Bontu the Glorified, he's a bit expensive money-wise, but he is a Standard staple and the combo is hilarious so I'll consider buying him. Greater Gargadon is just amazingly OP (I would probably put in a one drop that could only help me wrath a couple times, but I also get a free 9/7? Sweet!) I'll also consider Angelic Purge for one of the 99. It's definitely sideboard worthy, in case I come up against a Avacyn, Angel of Hope deck or something.
the.beanpole Thanks for mentioning Grim Backwoods, the deck is focused around mana ramp so the 4 mana won't be a problem, and hey I get a free card. However, I don't think that the Child of Alara has to go to the graveyard for it's ability to trigger. My reasoning is that stuff like Kokusho, the Evening Star has "when put into the graveyard from play", which is the same as dying, except the graveyard bit is specified. I'll have to check with my playgroup, however.
Chandrian and cklise: thanks for the idea, but I'm planning to focus heavily on the Maze's End win con, and thus pretty much the only permanents I have are lands, my commander and things like Expedition Map and Sakura-Tribe Elder, which aren't gonna stay on the battlefield long. But still, thanks for your input!
Ohthenoises... I have no idea what's going on there, but thanks anyway!
Iron_Cube: Keldon Necropolis, is definitely usable. As i said earlier to beanpole, the deck has a shit load of Explore and Urban Evolution effects, so mana won't be a problem. Granted, the two damage will be effectively useless, with the wipe happening immediately after and the win condition not being damage related, but it's the sacrifice bit that's important. Mirrorpool isn't the best sac ability, as it can only trigger once, and is mildly expensive mana wise and has no additional effects. I would rather play Morbid Curiosity or Disciple of Bolas to get something out of the solo sac. Westvale Abbey Flip would just take too long and use up too much mana to pump out the clerics, and I don't have my one creatures to supplement Ormendahl, Profane Prince Flip's diet. And I would swear the creepy kid didn't have to go to the graveyard... but I'm running lots of recursion to get back stuff like removed gates or Expedition Map so even if it does so I should be fine. Gift of Immortality would however mean that I don't have to pay the casting cost ever again, command zone or no, so it's a definite addition.
PookandPie: Thanks for going to all the trouble of getting the list of all those lands together, now I know that all you guys haven't missed anything. I wouldn't be so quick to dismiss Grim Backwoods and Keldon Necropolis, the entire deck is built to getting lots of land out as fast as I can, so mana shouldn't be a problem. As for copying, I would rather not turn my lands into creatures, simply because they would be that much easier to remove: I don't to lose my Izzet Guildgate to a Doom Blade lol. But yeah Phyrexian Tower and co. are too expensive for a little edh player like me lol.
Epidilius: The idea is sound, but there are instant/sorceries out there that have sac a creature as an additional cost, and thus their CMC is really low too (eg. Culling the Weak or Abjure). As for removing opponent's stuff, the commander is literally wrath on a stick that (effectively) doesn't effect me. If I were to use removal, I would probably use exile effects, cos destroy may not cut it.