Land — Gate
Orzhov Guildgate enters the battlefield tapped.
: Add or to your mana pool.
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Orzhov Guildgate Discussion
1 day ago
Nice, nice. You'll want to up your landcount a bit, maybe add Orzhov Basilica, Scoured Barrens & Orzhov Guildgate. If you've enough Clerics, Starlit Sanctum may be good. Orzhov Signet, Orzhov Keyrune, & Commander's Sphere are worth running.
Death Grasp is an amazing finisher, BTW.
3 days ago
I not well versed in blue or artifacts, but I'll give it a shot.
I hate to recommend this after a friend used it to great affect, but oh well. Whether with Sydri, Galvanic Genius as commander or with her just as the 99, Caltrops is evil. It basically tells everyone that as long as you have up, you can kill any attacking creature. Sure it deals one damage to creatures when you attack, but obviously don't give it death-touch and I don't think anything here will due to one damage. Swap this for Executioner's Capsule, Caltrops we'll get it done better.
A last suggestion is Trinket Mage, the mini counterpart to Treasure Mage. While you don't have a whole lot of low cost artifacts, it can grab things like Sol Ring or any artifact land when you need ramp, as well as Everflowing Chalice. Swap this for Obelisk of Esper, it's a bit slow and you have enough ramp and rocks as it is.
6 days ago
1 week ago
Tu veux pas jouer les tapped land Orzhov Guildgate de quoi de meme juste pour aider la manabase un peu :o
1 week ago
Only thing I can possibly suggest is adding some duel lands to help with mana fixing. so cards like...
some other utility lands that could possibly be useful...
Hope these suggestions help :)
1 month ago
You should change Orzhov Guildgate for Scoured Barrens since it does exactly he same thing, but it also give you 1 life. You could also change it for Isolated Chapel since this one doesn't enter tapped if you control a Plains or a Swamp.
1 month ago
I like the deck. Couple things though. #1 too many steal abilities. In modern, so many decks do not need that many creatures, so some of those spells may be dead cards in hand. #2 no burn spells? If you are playing red, you are playing Lightning Bolt. #3 no hand disruption? Blacks strong point is discard. If you want to control, let that be your go to. Cards like Thoughtseize, Inquisition of Kozilek, Duress, all really good cards to hurt your opponent. #4 add in some dual lands to get the most out of lands. If your want to keep it budget, Boros Guildgate, Orzhov Guildgate, Rakdos Guildgate are all pretty decent. All in all, nice deck. +1 from me!
*Ps.. this deck is not a gifts ungiven deck. That deck is named after the card Gifts Ungiven and is an esper (blue, white, black) control deck. Just a heads up.
2 months ago
OK, here goes. Bare in mind, these are just suggestions. If you take them, you don't have to implement them overnight.
Artifacts: cut Necrogen and Sunbeam Spellbomb, Wanderer's Twig and Traveler's Amulet. -4 Add Orzhov Signet, Orzhov Cluestone, Orzhov Keyrune and Commander's Sphere. Sol Ring/Solemn Simulacrum are good too.
Creatures: cut everything but Cliffhaven Vampire. You can maybe keep Auramancer and Bog Initiate. -10 Add-o boy, where to begin?-Crypt Ghast, Pontiff of Blight, Felidar Sovereign, Zulaport Cutthroat, Sun Titan, Emeria Shepherd, Fleshbag Marauder, Merciless Executioner, Dark Impostor, Sangromancer, Notorious Assassin, Gray Merchant of Asphodel, Guul Draz Assassin, Falkenrath Noble, &c. &c. I'm really going to try to play up your life gain. For some ramp, Kor Cartographer, Knight of the White Orchid, and Oreskos Explorer are good.
Enchantments: cut, well, almost everything. Arrest is good and Angelic Accord is beautiful here! -7 Add Dictate of Heliod, Animate Dead, Dictate of Erebos, Exquisite Blood (which can go infinite with Sanguine Bond effects), Oblivion Ring, Greed/Phyrexian Arena, Quarantine Field, Erebos, God of the Dead; I think you get the idea.
Instants: Cut-screw it-Keep Beacon of Immortality, Congregate, and War Report. -10 Add Martial Coup, Riot Control, Swords to Plowshares, Hero's Downfall, Rout, Exsanguinate. (Instants are hard in EDH, particularly in W. You'll want to kill things mostly.)
Lands: Cut some basics. Add Bojuka Bog, Crypt of Agadeem, Mortuary Mire, Tainted Field, Vault of the Archangel, Starlit Sanctum, Temple of Silence, New Benalia, Orzhov Guildgate, Orzhov Basilica, Scoured Barrens... Lands that make both your colors will go a long way. You'll want to end up around 36-37 lands total.
Sorceries: You can keep Demonic Tutor and, maybe, Armageddon. Cut the rest. (This section needs revising far less than the other). Add Wrath of God, Unburial Rites, Ruinous Path, Malicious Affliction, Cleansing, Mutilate, Killing Wave, Extinction, Demonic Collusion/Diabolic Tutor/Dark Petition, Tempt with Immortality.
The reason I suggest cutting some of the more expensive and "better" cards is because of the sheet amount of revisions I think you'll need to make. Also, you don't have to drop $40+ on a Damnation when Wrath of God is, what, .50?
I'm a huge fan of Demonic Tutor, but I don't think you really need it. If you have it, by all means, run it. I suggest Cleansing over Armageddon because, well, lifesteal. You should also look at other lists to see what those people have thought of or learned. Archaesus is a friend of mine who is working on Ayli as well.
Hope this isn't too much to compute... :/