Simic Guildgate

Simic Guildgate

Land — Gate

Simic Guildgate enters the battlefield tapped.

: Gain or .

Browse Alters

Trade

Have (1) gildan_bladeborn
Want (3) ComradeBrain , blondle , Vector_Logic

Printings View all

Set Rarity
Commander 2019 (C19) Common
War of the Spark (WAR) Common
Ravnica Allegiance (RNA) Common
Commander Anthology (CM1) Common
Modern Masters 2017 Edition (MM3) Common
Commander 2015 (C15) Common
Commander 2013 (C13) Common
Dragon's Maze (DGM) Common
Gatecrash (GTC) Common

Combos Browse all

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Vintage Legal
Penny Dreadful Legal
Pioneer Legal
Commander / EDH Legal
1v1 Commander Legal
Magic Duels Legal
Brawl Legal
Block Constructed Legal
Standard Legal
Historic Legal
Arena Legal
Canadian Highlander Legal
Leviathan Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Highlander Legal
Casual Legal
Pauper EDH Legal
Legacy Legal
Pauper Legal
Oathbreaker Legal

Simic Guildgate occurrence in decks from the last year

Standard:

All decks: 0.38%

Modern:

All decks: 0.05%

Commander / EDH:

All decks: 0.05%

GU (Simic): 1.02%

Simic Guildgate Discussion

Grind on Simic strong

1 month ago

cool deck!!
would you consider Impulse or Frantic Search over Divination?
also maybe consider Flooded Grove or Yavimaya Coast over Simic Guildgate.
also given that rashmi wants you to cast stuff on your opponents turn, Alchemist's Refuge is good.
would you consider Dream Fracture over Exclude?
also, you are already running basalt monolith and SDT - you are only one Rings of Brighthearth away from a classic draw-your-whole-deck 3 card combo. it is a pricy card however.
anyway cheers and keep having fun!!

thomas9790 on COWABUNGA!!! Turtle power is a great toughness!

2 months ago

instead of using Simic Guildgate you can use Thornwood Falls its not much of a difference but it is better nonetheless

Doritoboy100 on Deck help Oko+Simic guild+simic mutology ...

3 months ago

Hello all, I have been playing with the Oko structure deck, that I updated using Affinity For MTG's youtube video, and just bought the Simic Mutology structure deck as well as the Simic Guild Kit, as well as some booster pack cards. I'm trying to combine them into a 75 card deck, with 15 cards I know to take out for 60. Based off the cards in these 3 decks I'd like to build the deck around a constant flow of powerful monsters through the +1/+1 counters, as well as overloading on mana and drawing a lot. Some of the main points of damage right now are Oko who can just turn everything into a base 10/10 and distribute lots of +1/+1s, vorel who can double somethings counters, zegana who gives trample, galloping lizrog which can take all the +1/+1s and double them onto himself, nylea's forerunner for trample, progenitors mimic and miming slime to make clones, and wild born preserver for reach and his +1/+1s. But I also have things like coiling oracle/fathom mage to draw a lot, and gyre sage/maraleaf pixie for tons of mana. So I'd like to just find a good strategy in this mess lol.

The total card list of everything I will have is: (stuff with "x" seems important to me) Creatures: 1 Oko, the Tricksterx, 1 Vorel of the Hull Cladex, 1 Zegana, Utopian Speakerx, 1 Momir Vig, Simic Visionaryx, 2 Cloudfin Raptor, 4 Coiling Oraclex, 1 Cytoplast Root-Kin, 1 Elusive Krasis, 4 Faerie Vandalx, 1 Fathom Magex, 1 Frilled Mysticx, 1 Galloping Lizrogx, 1 Gyre Sagex, 4 Keeper of Fablesx, 3 Maraleaf Pixiex, 1 Nimbus Swimmer, 1 Nylea's Forerunnerx, 3 Paradise Druid, 2 Plaxmantax, 1 Progenitor Mimicx, 1 Protean Hulkx, 3 Spectral Sailorx, 4 Sphinx of Foresight, 2 Surveilling Sprite, 1 Trygon Predator, 2 Vigean Graftmage, 3 Vigean Hydropon, 1 Wildborn Preserverx, 2 Zameck Guildmagex,

Instants: 1 Applied Biomancyx, 1 Disdainful Strokex, 1 Gift of Strengthx, 2 Oko's Hospitalityx, 3 Optx, 1 Prying Eyes, 1 Quenchx, 1 Radical Ideax, 2 Rapid Hybridization, 1 Return of the Wildspeakerx, 1 Voidslime,

Sorcery: 2 Flash Foliagex, 1 Maximize Altitudex, 1 Miming Slimex, 1 Selective Snarex, 2 Shielding Plaxx, 1 Urban Evolutionx,

Enchantments: 3 Charmed Sleepx, 3 Frogifyx, 2 Setessan Trainingx,

Artifacts: 2 Simic Signet,

Land: 4 Simic Growth Chamberx, 4 Simic Guildgate, 4 Thornwood Fallsx, X Forestx, X Islandx

Thanks!

Pray_for_Snow on Uro Commander

4 months ago

I'm going to sort my recommendations by type for now since the deck is still below 100 cards; once we get to a full deck list, I'll come back and suggest some upgrades if you still want some help.

Artifacts

The Great Henge is very easy to cast once you have Uro on the board, and continues to draw you cards/gain life for you as play more creatures.

Sol Ring is a classic card in every commander deck, unless your playgroup bans it.

Simic Signet is a cheap mana rock that helps you use any colorless lands you have to make some colored mana.

Arcane Signet gives you cheap mana in either of your colors.

Thought Vessel for the increased maximum hand size; you'll probably end up with more than seven cards in hand if you can use Uro more than once in a single turn.

Altar of Dementia for milling out yourself or your opponent. You can use the stack to sacrifice Uro if you cast him from the command zone.

Panharmonicon will double your Uro triggers when it enters the battlefield, plus a few of your other creatures or artifacts like Springbloom Druid.

Crystal Shard will let you re-use your enter-the-battlefield triggers on your creatures

Blackblade Reforged will help you deal lethal damage once you get your ramping done.

Lightning Greaves protects Uro or other creatures you want to keep around while also hasting them.

Creatures

Sakura-Tribe Elder will ramp you and end up in your graveyard at the same time.

Arbor Elf will untap a land you need instead of adding {G}, which is better if you're playing with nonbasic Forest cards.

Wood Elves gets you a Forest from your library, and can even get a non-basic one. You can use it to chump-block someone later on as well to add another card to your graveyard.

Llanowar Elves and Elvish Mystic are the same card but still useful to help ramp.

Birds of Paradise is a classic commander card and can help you block flying creatures when you don't need it anymore.

Hedron Crab mills as you ramp, and you can choose to mill yourself if you're trying to win that way.

Satyr Wayfinder mills you while also grabbing a land card to put into your hand.

Eternal Witness brings back a card you want from your graveyard.

Golgari Grave-Troll will help mill you while also being a rather tough blocker/beater thanks to its regenerate ability.

World Shaper will mill you and also get back lands you milled when it dies.

Laboratory Maniac will secure you a win if you're milling yourself enough.

Misthollow Griffin can be cast from exile, allowing you to use it to cast Uro with escape repeatedly, and it will even block flying creatures for you.

Genesis helps you recycle creatures as long as it stays in the graveyard.

Tatyova, Benthic Druid makes your ramp spells (and Uro) better.

Rampaging Baloths gives you tokens for land drops, helpful for trying to close a game with combat damage.

Roil Elemental steals creatures as you play lands.

Reclamation Sage hits dangerous artifacts/enchantments you don't want around.

Enchantments

Bear Umbra protects a key creature while also untapping all your lands.

Song of the Dryads and Imprisoned in the Moon are both excellent at removing a dangerous threat.

Zendikar Resurgent is excellent for this deck for the extra mana and the card draw.

Elemental Bond will draw you cards for your big creatures.

Crop Sigil will mill you when you want to mill, and get back something important.

Retreat to Coralhelm helps you scry cards or tap/untap creatures for playing lands. If you have a way to mill exactly one card, you can mill your top card after scrying it if you want it in your graveyard.

Wilderness Reclamation untaps your lands for later use, especially useful if you want to leave mana untapped during your opponents' turns.

Instants and Sorceries

Cyclonic Rift is your best board wipe.

Beast Within is your best single-target removal.

Counterspell, Swan Song, and Negate are good counterspells to leave open.

Voidslime is great and is a very useful and board tool for stopping combos.

Life from the Loam gets back lands from your graveyard, and mills you with Dredge.

Windfall hopefully refills your hand and can disrupt your opponents.

Cultivate and Kodama's Reach ramp you. So does Circuitous Route.

Finale of Devastation is a win condition, tutor, and reanimation spell all in one.

Lands

Alchemist's Refuge gives you flash on all your spells.

Reliquary Tower fixes any issues you might have with drawing too many cards at once.

Field of the Dead gives you tokens to block with, and is extremely easy to activate in this deck.

Arch of Orazca draws you cards with extra mana.

Blighted Woodland ramps you up.

Command Tower is a staple for a reason. The reason is that it is good. Play it.

Breeding Pool helps fix your mana and is a Forest card for your ramp spells.

Simic Growth Chamber fixes your mana and bounces back a land for any Landfall triggers you might want to reuse.

Flooded Grove fixes your mana.

Waterlogged Grove fixes mana, draws you a card, and ends up in the graveyard when you don't need it anymore.

Simic Guildgate is a gate that can be fetched out with Circuitous Route.

I left out some big money cards, since those can be upgrades for later. I didn't check if these additions would put you over 100 cards, but you can throw in anything else afterwards and just try out whatever seems fun.

AnonymouSAvatar on arixmethes underwater

4 months ago

Cut Kraken Hatchling , Scattering Stroke , Thassa's Rebuff , Bident of Thassa , Kruphix, God of Horizons and Nykthos, Shrine to Nyx .

Return of the Wildspeaker , Prime Speaker Zegana , Rishkar's Expertise , Rush of Knowledge , Shamanic Revelation , Finale of Revelation , Praetor's Council, Feed , Soul's Majesty , Colossal Majesty , Elemental Bond , Guardian Project are good at drawing cards in this deck.

Your deck wants to ramp heavily, try adding a balance of early game ramp that costs 2-4 CMC and late game ramp that costs 5+ CMC, some good early ramp options include Farseek , Rampant Growth , Grow from the Ashes , Skyshroud Claim , Circuitous Route , Myriad Landscape , Burgeoning , Blighted Woodland . Good late game ramp options are Traverse the Outlands , Boundless Realms . Since your commander is CMC 4 you want any 1 or 2 CMC ramp to get it out on turn 3 at the latest but after that artifact ramp is much more fragile than land ramp so try to avoid it.

Note that Simic Guildgate is a good addition if you include Circuitous Route.

Fierce Empath can tutor any of your giant creatures.

Elvish Piper is another Quicksilver Amulet and Mosswort Bridge is a free addition that can cheat in a lot of big creatures.

Displacement Wave and Inundate are both other synergistic board wipes.

Lurking Predators can make it really scary for opponents to play any spells.

Leyline of Anticipation , Alchemist's Refuge and even Yeva, Nature's Herald are really good since they give your creatures pseudo-haste and protect them from sorcery speed removal for 1 turn.

With enough ramp, X spells can be particularly impactful, Finale of Devastation can search for any creature and it's not hard to get X=10+ to win the game, Genesis Wave is one of the premier green X spells,

Freed from the Real and Pemmin's Aura both create infinite with your commander. It's your choice if you want to include these cards though, they're not for every playgroup and don't fit the theme of your deck.

Here is the gatherer search for sea monsters there are enough of them that you should be able to have all of your sea monsters have some impact on the board, there are also some that might be better than the ones you currently have.

Yotian_Soldier on 75% Simic Hydra Tribal

7 months ago

27 Oct 2019

Updates with new ELD cards:

The Great Henge > Everflowing Chalice A new all star from ELD! It provides ramp, life gain, card draw and puts a +1/+1 counter on our creatures entering the battlefield. Also this will be cost most of the time if not all of the time. Everflowing Chalice provides only even if the counters were increased.

Steelbane Hydra > Bane of Progress This to prevent destroying both our enchantments and artifacts as collateral damage from the Bane of Progress. Pinpoint precision provides also an avenue for politics. Also it's a turtle hydra!

Also speaking of turtle hydra Thunderous Snapper did not made the cut as Kiora, Behemoth Beckoner is much better in all aspect.

Once and Future > Fuel for the Cause Added recursion which our deck lacks.

Murkfiend Liege > Curse of Bounty Boost our creatures and negates the symmetrical effect of the curse.

Streamlined the mana base:

Simic Growth Chamber > Lumbering Falls

Gemstone Mine > Temple of the False God

Myriad Landscape > Simic Guildgate

xaarvaxus on Journey Forth from these Walls!

8 months ago

I'm seeing 2 copies of Simic Guildgate in your list. Exotic Orchard could be a decent replacement. A lot of opponents will have either blue or green to draw from which are the 2 colors you'll need to replace.

No Shield Sphere ? Hard to argue with a 0 drop that could attack for 6.

I also don't see High Alert in your list. The deck doesn't have a great way to win without Arcades in play and I would think all opponents will be looking to keep him off the board so the enchantment provides some needed redundancy to make sure the walls stay animated.

Demotion_ZDK on Risen Reef Self Mill

9 months ago

Hello ! I love this deck risen reef is such a cool card ^^ Though there is something that came to my mind, and perhaps it's just that I am a beginner haha ^^ but why not put 4 Temple of Mystery and 1 Simic Guildgate instead ? since Temple of Mystery looks like an overall better version of the card since it allows scry or if the price is the reason, why not consider Thornwood Falls isntead of the gates, as it would give 1 life.

Hope I could help ;)

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