Land — Gate
Orzhov Guildgate enters the battlefield tapped.
: Add or to your mana pool.
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Orzhov Guildgate Discussion
1 week ago
Pretty good for a first deck built from scratch!
You have two very different paths here. I would either go completely mono black for the best consistency. Erebos, God of the Dead or if you wanna stay cheap Ob Nixilis, Unshackled are both good commanders for this type of deck. Or if you wanna go a little saucier, you can go into B/W enchantments and play stuff like Ghostly Prison, Mesa Enchantress, Sphere of Safety, Enlightened Tutor.
The problem with this in between thing is that there will be games you have all your white cards in hands and no way to cast them or vice versa. You should either refine the mana base with lands like Orzhov Guildgate and Scoured Barrens (Which if you're gonna do that you might as well play more white) or cut the white and embrace the dark side.
The other thing is that there are effect that are great in a vacuum but don't translate well to commander. Death Watch is a good example. You could put it on a Kozilek, Butcher of Truth and drain your opponent for ten, but he's probably still above 20 and you've done nothing to your other opponents. Compare that to something like Deadly Tempest which neutralizes everything and effects everyone. In general, if something only effect one person or effects people in a minimal way, it should be cut for something more impactful. There are exceptions, for example you have to run at least a little targeted removal but try to run the very best like Hero's Downfall. But this is a general rule to follow.
You could also use a little more ramp. Get a Sol Ring. Every deck you ever build should have a Sol Ring. It's that good. Crypt Ghast is also really good in mono black or even half black decks. Thran Dynamo and Burnished Hart are good ramp as well. Card draw is a must, the person with the most resources will most often win the game. Phyrexian Arena, Read the Bones, Farsight Mask if you wanna avoid being attacked. Damnable Pact, Solemn Simulacrum; all cards that you should at least look at.
If you wanna focus on combing off, run a couple tutors to help you find your pieces. Diabolic Tutor, Diabolic Revelation, Beseech the Queen, even Demonic Tutor and Vampiric Tutor if you can afford it. Blood Tribute is hilarious with Sanguine Bond.
Finally here's a piece of secret tech, Ward of Bones. This screws over everybody at the table. Ramp players,
Hopefully this helps! Keep Brewing, it only gets more fun!
1 month ago
Hello! I found your deck on the "Advertise your Deck!" forum post today when I posted mine.
A few things here:
In my opinion, Pillory of the Sleepless is not only more flavorful but an improvement over Paralyze, as it keeps the creature from attacking or blocking and taxes some more. You won't need Kambal, Consul of Allocation, and I would suggest Dimir Machinations as a replacement, seeing as it can remove up to 3 of your opponent's threats AND tutor for any of your 3-drops (It'll be like running 2 copies of Ashnod's Altar, except one of them is attached to a disruption spell) . While I'm a fan of the flavor of Stab Wound, Banishing Light/Oblivion Ring would be better fits in this slot, as they dont influence the curve, and can also eliminate any non-land threat while still leaving you with enchantments to make Underworld Coinsmith happy. Reanimate could be a better fit than Raise Dead in that slot, the most life you'll lose is 3. Soul Tithe could be replaced by Banishing Light/Oblivion Ring, or by a simple Mortify. Other suggestions I have include Shred Memory, Mimic Vat, Thalia, Heretic Cathar, Thalia, Guardian of Thraben, and Fate Forgotten.
I can totally see an Ornithopter or Memnite appearing in this deck, to repeatedly sacrifice to Ashnod's Altar, have an Athreos Trigger, then repeat until you force the opponent to take the 3 life while generating a ton of mana. Use some reanimation spells to do it again!
If you're having trouble cutting a card for an extra removal or taxing spell, Underworld Coinsmith is a good cut, he doesn't have enough potential to be necessary to the deck.
Hope this helps!
1 month ago
@mdc7233: I just thought of more stuff. Temple of the False God is a land that is wayyyyy too inconsistent for a combo list, this definitely needs to be Ancient Tomb. Orzhov Guildgate is too slow, I would even go so far as to say a basic land is better in this slot. If you need more color fixing just get all of the fetches that have half of your color from KTK (these would be Bloodstained Mire, Flooded Strand, Polluted Delta, and Windswept Heath). Lastly, you have a ridiculous amount of colorless lands in your list and I would consider cutting down on the unnecessary ones like Tectonic Edge among others.
1 month ago
I commented this on the discord, but just in case you don't see it.
-Maybe some ramp? I think thats a major component im not seeing.
-Maybe two more board wipes. one doesnt seem like enough, especially if you're only running one tutor. Decree of Pain is a really good one and doesn't cost much money.
-Also Forsaken Sanctuary and Orzhov Guildgate are just plain bad. If a land is coming in tapped, it better damn well be doing something for you. Coming in tapped isn't fixing, its putting you back half a turn. Basic swamps and plains are better here.
I would recommend getting a second opinion on the first three points I made. But look no further on the last one. Those two lands have no place in here.
1 month ago
I've looked this over, here are the thoughts that occur to me:
very light on removal
light on card draw
heavy on artifacts
not a lot of ways to respond
not a lot of beefy endgame creature threats
Here are some cards I would consider adding, with priority going to removal:
Solemn Simulacrum <--- great value-added card
Here are a few of the things I"m not sure are giving you the best value for the card slot:
I'd also cut lands to no more than 40, possibly 39.
2 months ago
Hey there. Looks like a good starting build and landofMordor makes some good suggestions. What I would add onto what he was saying is that the thing I see that is going to give you the most trouble is your mana base.
Most EDH decks want to run somewhere between 35 to 40 lands. Since your running three colors your going to need more duel colored lands. Some that come to mind that are fairly budget are...
Those are just a few options that are avalible to you.
Also a lot of EDH decks like to run 8-11 Mana rocks on top of the lands. Since your commander is seven mana your gonna want at least a few. so manarocks like Hedron Archive, Darksteel Ingot, Thran Dynamo and the Ravnica signets (Boros Signet, Orzhov Signet, Rakdos Signet would be good in there.
Sorry for such a long winded message XD.Hope this helps!
P.S Also if you ever need ideas for an EDH deck try out a website called EDHREC. It gives a list of the most popular cards used in an deck.
2 months ago
Hey you got 2 more cards to fill in!
I'd suggest Bojuka Bog, goes in every black-running deck in my opinion. Also (I'm sure you know about this one) but Phyrexian Arena is way better than Underworld Connections. Oh yeah, Urborg, Tomb of Yawgmoth + Cabal Coffers as well.