Mystic Gate

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase 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

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Mystic Gate Discussion

asarov on Breed Lethality 2018

1 day ago

Hey, looking at your list, it is clearly higher budget than my list. SO keep that in mind if you compare it to mine, because cards like Asceticism and Demonic Tutor and stuff are definitely great inclusions.

Just looking at your list however, it does seem like you are fairly light on card draw. I have found that card draw is probably the single most important thing in a game of EDH, and I think most players would agree with me. Since you are going tall with your creatures by using +1/+1 counters, consider cards like Soul's Majesty and Rishkar's Expertise which draw you cards based on the strength of your greatest creature. Tezzeret's Gambit is also really good, and I personally run Ob Nixilis Reignited for repeated card draw and removal (which you also seem to be a little lacking on).

Another thing is that your mana base seems a little stretched by running all four of the depletion lands (Peat Bog, Saprazzan Skerry, etc) as well as all four of the filter lands (Mystic Gate, Fetid Heath, etc). If this mana base has been working for you no problem, then stick with it. However, if it is has been playing a little slow, consider getting rid of a few of the depletion lands for some faster lands like shocks or fetch lands (Verdant Catacombs, Overgrown Tomb, etc. These cards are out of my price range personally). You can also probably cut two lands since 35-37 is the normal amount, and slot in both a Cultivate and a Kodama's Reach which are both phenomenal ramp spells in green.

There also seems to be some confusion over the theme of your deck, I would try to focus it more in the +1/+1 counter aspect of the deck. Cards like Sterling Grove, Suppression Field, and Muldrotha, the Gravetide don't really help your strategy that well and I think you would find your deck is able to interact more if you slotted in removal spells like Cyclonic Rift, Anguished Unmaking, Return to Dust, Swords to Plowshares, and Path of Exile to name a few. I would also consider cutting Argivian Find and Flash for some of the cards in your maybeboard like Reyhan, Last of the Abzan and Kalonian Hydra. Some other cuts that I think would be good is getting rid of Verdant Force and Predator Ooze since three green devotion is a lot in 4 colors and they have low impact for their relative costs and speeds. Lastly, if you are going to include Pir, Imaginative Rascal, you really need to include Toothy, Imaginary Friend since drawing either of them tutors the other and Toothy, Imaginary Friend also fixes some of your card draw problem.

I hope this helps you at least a little bit, and I hope you continue enjoying the game and format! Feel free to message me if you want additional advice or have questions; or to ignore me if you don't care. Best of luck!

polarlunar on W/U Azorius Blink

1 month ago

Atrabilogie from here on out, the route you want to go with the deck (tempo, control, aggro, midrange) would determine what creatures & spells you'd want to run. There is also the question of how closely to the original theme of the deck (blinking/flickering) you want to stay, versus how competitive you'd like it to be- if you're looking to do well in tournaments, then cards like Ephara, God of the Polis, Phyrexian Ingester, even Venser, the Sojourner would likely need to be cut, though I consider Venser the heart/symbol of the deck. Again, it depends on what route you want to take, but that's totally up to you and your play style. This is also where my knowledge is not as strong, but I can definitely list some options and alternatives.

First, what I'd probably keep for sure: Wall of Omens, Blade Splicer, Restoration Angel, as well as Path to Exile for removal.

Eldrazi Displacer is a great creature to run for the blink/flicker theme, and has the added benefit of not just being able to target your creatures, but your opponent's creatures as well, potentially keeping a big threat at bay and preventing them from attacking. However, it's worth noting that the activated ability requires specifically colorless mana, so you would need to run something like Adarkar Wastes and/or Mystic Gate to ensure that.

Snapcaster Mage provides a ton of value and versatility, letting you recur spells from your graveyard (provided you do run a decent amount of instants & sorceries, such as the ones listed below).

Vendilion Clique is very good for control, allowing you to look at an opponent's hand and forcing them to tuck the biggest threat from their hand into their library.

Meddling Mage can shut down combo decks, and Reflector Mage is great for tempo strategies. Both of these creatures are run in one of the current top decks in Modern, 5-Color Humans.

I'm not too familiar with the planeswalkers, but Jace, the Mind Sculptor is a staple for any control deck.

As far as instants & sorceries, aside from Path to Exile, Cryptic Command is a very powerful spell in its versatility, with all of its modes being extremely relevant at any point in the game. Remand is also a great counterspell that provides tempo advantage, delaying your opponent's early game plan, while continuing to build your board while replacing itself. Serum Visions is likely the best 1-drop draw/scry spell in the Modern format, enabling you to keep your game plan on track. Opt is a close second for the same benefits. I also like Vapor Snag for aggro/tempo strategies.

Lastly, Aether Vial is an extremely powerful artifact that allows you to cast your creatures at flash speed, that cannot be countered, while also saving you mana. This card is probably one of the more ideal cards to still preserve the idea of blinking/flickering.

If you were inclined to go a third color, one of the most popular control archetypes is Jeskai Control, running red for extra value cards like Lightning Bolt, Lightning Helix, and Electrolyze. Snapcaster Mage becomes a must in this deck that runs a ton of instants and sorceries.

That's all I can think of now, but if I think of anything else, I'll let you know! Hopefully that provides some options for you to consider. Definitely plenty of routes you can take!

izzetkid987 on When Will WotC Reprint the ...

1 month ago

Not all of the filter lands got reprinted. I would appreciate reprints of the rest. Mystic Gate is still pretty expensive for example.

Happymaster19 on Spirited Away: A Paranormal Primer [U/W Spirits]

2 months ago

thebigragoo I think the Conscription combo goes a little too over the top of what the rest of the deck does. Sovereigns is expensive considering we top out at Cryptic Command. And if we accidentally draw Eldrazi Conscription.. Well you probably are dead before youre ever hard casting that.

Figure of Destiny also has some small problems and one big one. The small issues are the non synergy with Cavern of Souls and Rattlechains. The big issue is that you have to spend white on it. Lots of white. I might feel better about it if I had Mystic Gate in the deck so Ill have to test that. Until then, the mana leans more blue for Cryptic Command.

Thanks for your ideas!

FancyTuesday on Need advice on replacing a ...

2 months ago

Looking over the deck I count:

13 spells that use at least
7 spells that use at least
4 spells that use at least

is the least represented in your mana base, is the most necessary. There's a lot I'd suggest for overhauling the mana base, but just in terms of replacing Urborg I'd recommend Flooded Grove or Mystic Gate. The filters are supremely versatile for their ability to turn one of one color to double of another color; you can't, for example, cast Counterspell with a Forest and a Tropical Island, but you can with a Forest and a Flooded Grove.

ArchonBlue on UW Control

3 months ago

I don't think you have enough spells to run three Snaps, I'd take out one for a Mana Leak or another Spell Snare because you don't have a lot of early game answers. I'd also cut Port Town, you don't want your opponent knowing what's in your hand. If you want another dual land Mystic Gate is a good option or another Glacial Fortress. Personally I think you'd be ok with 24 lands, in which case you could run an Opt to speed up your deck or a Mana Leak.

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