Simic Guildgate

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander Anthology (CMT) 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

Simic Guildgate

Land — Gate

Simic Guildgate enters the battlefield tapped.

: Add or to your mana pool

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Simic Guildgate Discussion

GreenLover21 on Fable of Wolf and Owl

1 month ago

MRSCHROEPFER, I like the concept. Maybe try out Temur Sabertooth. She can pull double-duty as an indestructable blocker and hit your Fable of Wolf and Owl.

Also the mana base looks like its leaning majority blue, but you have a large green demand. Maybe look at running a full playset of Evolving Wilds and shift to Forest dominant to ensure hitting them in the early plays for Arbor Elf.

Other options for smoothing out your mana development try:

Breeding Pool, Thornwood Falls, Simic Guildgate, Lumbering Falls, Misty Rainforest, Flooded Grove, Hinterland Harbor, Simic Growth Chamber,

greyninja on rashmi says no

2 months ago

I really really like this deck +1 from me!

Rashmi loves instant speed spells, which fits right in with your control package. I'd go as far as to recommend Flusterstorm, Remand, Plasm Capture etc if you feel like you need more.

Your land count seems low, but hopefully Rashmi will keep refilling your hand. I'd suggest Burgeoning if you can find a slot. Casting spells on your opponent's turn and top decking a land might also mean playing the land on opponent's turns as well

I'd take out the etb tapped lands for basics or fetches. (Simic Guildgate, Thornwood Falls, etc). Two colors should be easy to fix

I did go with some combos in my rashmi deck (LINK). I use Progenitor Mimic on either Eternal Witness, Archaeomancer or Mnemonic Wall alongside cards like Time Warp for infinite turns. I can also use Deadeye Navigator on any one of those three creatures to get the same effect, or Ghostly Flicker on two of them with an extra turn card in the grave to go infinite. They're all mana-intensive but very fun

Keep up the good work! Hopefully you'll check out my rashmi deck and tell me what you think!

Sgtpopnfreash on Kruphix, God of the Timmy

8 months ago

If you add cards like these you could take out like 3-4 lands that come in tapped. Vivid Creek, Crumbling Vestige, Simic Growth Chamber and Simic Guildgate from what I see should go and you wont need more than 33 land if you have the proper mana ramp. You should get cheaper counterspells for your blue apells as well. Cryptic Command does everything but for double what every other spell is. Run things like Chain of Vapor, Delay, Spell Pierce, Mental Misstep

solarPULSAR on Fishing for a Big Fish (U/G Ramp)

8 months ago

So from what I can see your ramp cards are as follows:

Nykthos, Shrine to Nyx x1

Wall of Roots x3

Llanowar Elves x 4

Personally I think just 8 cards that can ramp you up quickly is too few in a deck relying on getting big creatures out. Cards like Cultivate or Utopia Sprawl or Arbor Elf are faster ways to ramp. I think Vine Trellis or Sylvan Caryatid are better than Wall of Roots for ramp.

Otherwise, you have alot of cards that require double or Which can be dangerous with a deck that doesnt have dual color lands like Simic Guildgate. For instance it will be hard to play Leatherback Baloth on turn 3 or 4 if you only have islands in play considering it needs 3. Nykthos, Shrine to Nyx is a great card but if your deck isnt mono-blue or mono-green I dont think itll ever hit as big as it could with one color.

TBH I think you should consider dropping if you wanna play a big stompy ramp deck but if this is what you like I wont stop ya :)

Other cards to consider in any ramp deck with green:

Rancor

Gatecreeper Vine

Axebane Guardian

Overgrown Battlement

Chandrian on Casting Spells

8 months ago

Coming back after having looked at the deck a bit more.

I think you can cut on the hate cards. You have a lot of counterspells, I'd cut the ones that aren't as good in EDH as in other formats. For example Clash of Wills, in EDH players usually tend to have more mana, so most of the time they'll be able to play that "x" cost without trouble.

Your manabase could use some help. I'd play some duals and utility lands. For example Thornwood Falls, Botanical Sanctum, Simic Guildgate, they'll help you to easier reach your requirements for double of the same manacost. Utilitylands like Rogue's Passage help your creatures get through or in the case of Arcane Lighthouse allow you to get around some protection on your opponent's creatures.

To really take advantage of Rashmi, Eternities Crafter without having to make the deck too much instant-based, I'd play Alchemist's Refuge, this will allow you to cast non-instants at instant speed.

You should run some more manaramp, for example Cultivate and Kodama's Reach place lands into play and in your hand, advancing you easily. This is the biggest problem I have with Attune with Aether in EDH as it puts the lamd in your hand and so doesn't ramp you. Most lists aslo play Sol Ring in EDH because it makes for a nice jump in available mana.

Containment Membrane isn't good in EDH as there are enough ways to untap or blink permanents and enchantment hate is out there too.

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