|Commander / EDH||Legal|
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|Modern Masters 2017 Edition||Common|
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Land — Gate
Orzhov Guildgate enters the battlefield tapped.
: Add or to your mana pool.
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Orzhov Guildgate Discussion
2 weeks ago
1 month ago
Since you're going infinite anyway, Impact Tremors could be replaced with Altar of the Brood without any issues, easing any mana concerns, leaving just plains and swamps, since taplands are a thing you just put a bunch of swamps, a single plains and some Orzhov Guildgate and Scoured Barrens. Blue might be more efficient to try and resolve Etherium Sculptor, /Foundry Inspector serving as backup copies of summoning. Golem's Heart/Grinding Station deserves to be in the sideboard. Myr Retriever goes infinite with two copies in hand without renewal if you have a sacrifice outlet like Spawning Pit, or with a copy of Scrap Trawler or Sculpting Steel.
1 month ago
As per your mentioning on a fellow post, you were having mana issues? To address this first problem, the quality of land you are looking at is minimal. That might sound rude when I say that, but by it, I mean you are running cards like Tainted Field and Tainted Peak. If it is a budget issue, I'd get the pain lands. Sulfurous Springs, Caves of Koilos and Battlefield Forge should be top includes. Other lands I'd consider changing out are:
Slayers' Stronghold - Decent, but vigilance isn't a big thing. And spending two mana to give haste? Why not run Swiftfoot Boots or Lightning Greaves (Greaves clearly being the better option, but of course, budget may be a thing for you)
Mistveil Plains - With a deck like this, Alesha shouldn't really care what is going to the grave if she can bring it back. If you are worried about a card like an artifact or enchantment dying, why not look at Restoration Specialist? Otherwise, Alesha can pretty much recur most creatures.
Blighted Fen - You aren't really abusing the ability to make people sac a creature, so this should also be swapped out.
Oh course, 'optimal' builds would have fetches and shocks, but even running Rakdos Guildgate, Boros Guildgate and Orzhov Guildgate will give you more mana fixing. You could also run the less expensive fast lands from Kaladesh for mana fixing. Consider cards like Mana Confluence and City of Brass for mana fixing too. Anything that gives you the three colors you need. The fact that Chromatic Lantern isn't in the deck is a heart breaker as well. Chromatic lantern not only RAMPS you, but your lands are now Birds of Paradise.
Besides that, only thing I'd say are stuff like Rakdos Signet, Boros Signet and Orzhov Signet. Fellwar Stone is also decent mana fixing, as well as Wayfarer's Bauble and Expedition Map to go and get lands you need. If you want to be cute, you can play Herald of Leshrac to start stealing peoples lands
Cards I'd consider cutting to make room or consider upgrading later:
Angel of Invention - Personally havent played with it, but seems like its sort of meh. Other than making smaller creatures or a bigger flyer, there's not alot going on here. If she is in there for the anthem, look at Ravos, Soultender
Feldon of the Third Path - Unless you can't reanimate with Alesha, this is a pretty dead card. I mean sure, you make a copy, go to combat, reanimate and get another 1-2 triggers, but there not a hell of a lot you really want, and you are paying 5 mana and tapping down two creatures for two more effects
Grenzo, Havoc Raiser - Unless you are SURE to deal damage or have a mass of tokens for example, I feel mana is better spent on other effects
Dictate of Erebos - Again, you aren't really abusing the sac outlets, so this doesn't seem like it warrants an area.
Sunforger - I feel like this card is a trap. Sure, you just instant speed tutored for removal you might not otherwise have, but you also just spend 4 mana to cast a Swords to Plowshares. That right there screams card disadvantage. Not only that, you have now removed it from a potential blocker and have to spend mana to re-equip.
2 months 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!
3 months 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!
3 months 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.
4 months 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.
4 months 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.