Mystic Gate

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Zendikar Expeditions (EXP) Mythic Rare
Shadowmoor (SHM) Rare

Combos Browse all

Mystic Gate

Land

: Add to your mana pool.

, : Add , , or to your mana pool.

Mystic Gate Discussion

cdkime on Just a Girl and Her Wonder Wall

1 month ago

The competitive meter is a very finicky tool. I've seen non-material changes, such as making a deck foiled, with no other modifications, result in a several percentage point difference.

The biggest improvement you can do for your deck is fix the mana base. You have far too many lands that enter the battlefield tapped or do not untap normally, which is going to drastically hurt your performance. I would suggest removing these lands and replacing them with cards such as the Pain Lands (ex. Adarkar Wastes ), Check Lands (ex. Glacial Fortress ), Filter Lands (ex. Skycloud Expanse ; Mystic Gate ), and Bond Lands (ex. Sea of Clouds ). You can also run some rainbow lands, such as Mana Confluence and City of Brass .

Azorius Signet , Selesnya Signet , and Simic Signet will also help with your mana acceleration.

High Alert would be a solid card to add, giving you another method of allowing your defenders to attack.

Tetsuko Umezawa, Fugitive will make most of your creatures unblockable.

Stalwart Shield-Bearers makes your creatures bigger.

Tree of Redemption can become a 0/30 or so fairly easily.

Fortified Area gives all your walls Banding, which allows them to prevent opponents from having damage Trample over to you.

Sunscape Familiar acts as pseudo-ramp by reducing the cost of your spells.

You can cut the following:

Glacial Wall , Murmuring Phantasm , Wall of Ice , and other creatures with limited effect.

Myth Unbound does relatively little for you.

cdkime on Dual Land Advice

1 month ago

Generally, I would rank the mana lands lands into a couple different tiers (within these tiers there might be some striation--this is just a general overview).

At the top are your original Duals, like Tundra for obvious reasons. They enter untapped, they can be fetched, and they have no downside other than being nonbasic lands.

The second tier are your shock lands, like Hallowed Fountain . These can be fetched and have the option of entering untapped, though there is a slight downside. The downside, however, is mitigated some by the fact it only has to be paid once.

The next tier are the lands that enter untapped but have a downside or other restriction to use. These include your filter lands ( Skycloud Expanse , Mystic Gate ), check lands ( Glacial Fortress ); pain lands ( Adarkar Wastes ); etc.

There are a couple lands that enter untapped that I would not include in this tier, such as mana batteries ( Calciform Pools ) or lands that have restrictions on their being untapped ( Thalakos Lowlands ; Land Cap ; etc.).

Finally we get to lands that enter tapped. If you are on a restrictive budget, you can use these, but you are going to have significant problems with hitting your curve. Ideally, everyone in your meta will have a similar mana base, as otherwise you will be perpetually a turn behind in terms of mana generation.

The tri-lands would fall into this lowest tier. While having three colours is nice, they are still too slow for all but the most casual of tables. There are plenty of decent rainbow options, such as Mana Confluence , that would be a preferable choice.

APPLE01DOJ on Verity Circle In U/W Control?

2 months ago

So far in testing, Verity Circle has performed quite well. I'm only running it as 1 of.

It's not a turn 3 play by any means, it's more of a turn 10 play when you can fully utilize it's potential. When people want to attack first to bait out your Cryptics, this fills the shoes of a psuedo cryptic quite nice, taps their creature(s) and draws you a card while allowing you to keep your counter in hand for main phase 2. In addition, something I didn't initially realize you can Opt > Miracle Terminus > Tap their creature/draw a card in response.

Now as far as the U/W discussion in this thread, which I'm quite enjoying, here are my thoughts.

ArchonBlue

I don't like Logic Knot, been very unhappy with it in every deck I've ran it in. It can be a dead card a lot of the time. If I go turn 1, tapped Colonnade, turn 2 Island, Mana Leak is fully operational where Logic Knot is fully dependent on the opponent Thoughtseizeing me and not taking it, and if they do that, they're probably not going to play into it unless their plan is to get the counters out of the way. Sure it can be good late game but I prefer more early game interaction (2x Spell Pierce, 1x Spell Snare) since the late game is where U/W Control shines.

I find Glacial Fortress clunky and don't want it to be stuck in my opening hand. T1 Colonnade, T2 Fortress is just not the business. I can see the value of it if I faced Burn a lot. I prefer the singleton Mystic Gate over Glacial Fortress though. The 4 shocks haven't caused any issues.

Demarge I think Peek can be worth running as 1 of, it's nice that it draws you a card but for the space it takes I prefer Telepathy since the effect is permanent.

I'm not big on Thought Scour, I think it's better in a deck splashed red or black. Maybe if Dig Through Time was ever unbanned.

DemonDragonJ on Ultimate box toppers

4 months ago

Since the enemy-colored filter lands (Rugged Prairie, Flooded Grove, and so forth) were reprinted in Masters 25, how likely is it that the allied-colored filter lands (Mystic Gate, Sunken Ruins, and so forth) shall be reprinted in this set? I would very much like for that to happen, as they currently are very expensive.

Kalle_b on Narset - Dragons

5 months ago

Academy Ruins Cascade Bluffs Command Tower Eiganjo Castle Flagstones of Trokair Halimar Depths Hallowed Fountain Island Maze of Ith Minamo, School at Water's Edge Mountain Mystic Gate New Benalia Oboro, Palace in the Clouds Plains Rogue's Passage Rugged Prairie Temple of the False God
paste this:
1x Academy Ruins
1x Cascade Bluffs
1x Command Tower
1x Eiganjo Castle
1x Flagstones of Trokair
1x Halimar Depths
1x Hallowed Fountain
1x Island
1x Maze of Ith
1x Minamo, School at Water's Edge
1x Mountain
1x Mystic Gate
1x New Benalia
1x Oboro, Palace in the Clouds
1x Plains
1x Rogue's Passage
1x Rugged Prairie
1x Temple of the False God

Cloudius on Bruna the 女神

6 months ago

Continuing from above...

Counterspells

Given Bruna's high CMC you're usually tapped out after casting her. I'd recommend some of the cards below to ensure you get to attack with her next turn.

Force of Will

Pact of Negation

Misdirection

Foil

Thwart

Daze

All the above have alternate ways to cast them even when you're tapped out.

Lands

I'd replace all the lands that enters the battlefield tapped with those that enters untapped.

Cavern of Souls ensures Bruna can't be countered.

Flooded Strand

Hallowed Fountain will be reprinted soon along with the other fetches so it's timely to grab one for cheap!

Mystic Gate

Ancient Tomb is a ramp too, giving you for 2 life. I'd play this over Temple of the False God.

You can also consider the relevant Panoramas. Bant Panorama and Esper Panorama fetch both island and plains. It's slightly more versatile than Terramorphic Expanse and Evolving Wilds as the former an be tapped for and crafted only when we need that colored source. The trade off is of course the activation cost.

Hope you find my suggestions useful!

Cereal_Killer on Daxos of Meletis

6 months ago

Since your idea is to beat your opponents with your commander, why don't you make it a bit more voltron with cards like:

Auramancer

Mother of Runes

Aqueous Form

Field of Dreams

Hyena Umbra

Steel of the Godhead

Sword of Feast and Famine

Lantern of Insight

For board swipe, counters and draw cards:

Cyclonic Rift

Disallow

Render Silent

Unexpectedly Absent (cause you put the card you want to steal on top of it's owner's library just paying two mana and chosing X = 0)

Ponder

Preordain

Settle the Wreckage

Sensei's Divining Top

For some good lands I'd suggest:

Academy Ruins

Celestial Colonnade

Ghost Quarter

Field of Ruin

Strip Mine

Hallowed Fountain

Mystic Gate

Nimbus Maze

Ancient Tomb

Command Beacon

pokepower116 on The Lich is Back

7 months ago

Mana Fixing - Hard to go wrong with Chromatic Lantern! Since your commander costs 4, Coldsteel Heart or Fellwar Stone might not be bad ideas to go along with your signets so that you can ramp it out on turn 3. As far as lands go, I think they're gonna be your best bet for filtering since you have so many options available to you! Aside from the obvious dual lands and fetch lands; there are the rest of the filter lands cycle with Mystic Gate and Sunken Ruins; there's the old Odyssey filters Skycloud Expanse and Darkwater Catacombs; River of Tears and Nimbus Maze are criminally underplayed but fantastic cards; there are the new battlebond lands Morphic Pool and Sea of Clouds; and lastly there are the lands that tap for any color like Mana Confluence, City of Brass, Forbidden Orchard.

As far as staying alive goes, I notice you already have Solemnity in your maybeboard to combo with Glacial Chasm and Delaying Shield but another card that works well with Delaying Shield is Soul Echo. As long as Soul Echo has one counter on it, you're pretty much immune from damage. Also it's another card that lets you drop below 0 life. Obviously not a great combo with Solemnity but I think running one of the two wouldn't be a bad idea!

On the other side of that coin, if you happen to have Repay in Kind in hand and need to be at 0 life, Wall of Blood or Hex Parasite can help with that. Hex Parasite can only drain in increments of 2 but is a bit more versatile of a card whereas Wall of Blood can drain one life at a time, but is pretty much there only for that.

Hope some of this helped at all!

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Mystic Gate occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%