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Gatekeepers of Ravnica

Standard RGW (Naya)

SpaceHippies


Sideboard

Creature (4)

Enchantment (4)


Maybeboard


This deck uses red, green, and white gate cards from the Return to Ravnica block. The main win condition for this deck is doing damage to all opponents using Crackling Perimeter and to a lesser extent, Zhur-Taa Druid and Lobber Crew. It is a very "laid back" deck to play because you don't need to tap your damage dealing permanents until your last opponent's end step. This leaves your creatures available for blocking, and your land (and some creatures) available if you need to cast an instant or put out ambush vipers. If nothing interesting happens, tap everything to do damage. The other side effect is that your opponents sometimes have a false sense of "time". For example, if you do 8 damage every turn and always right before your turn, and your last opponent has 15 life, they may think they have another turn. But you can deal the 8 damage on your turn (immediately after doing 8 at the end of their turn).

Since this deck will attract a lot of unwanted attention in a multi-player game, it uses cheap defenders buffed by Hold the Gates to keep your enemies at bay. If you have enough guild gates hopefully the normally super brittle ambush vipers will survive more than one attack. The added toughness provided by Hold the Gates also means your creatures should survive board wipe cards like Magmaquake. The vigilance received from Hold the Gates will allow creatures such as Zhur-Taa Druid and Greenside Watcher to attack, help in defending, and then tap to do one damage (at the end of the previous player's turn).

REMOVED: If Hold the Gates does not save your creatures from a board wipe, or you need to block some attackers, Immortal Servitude is in the deck to help bring your creatures back into play. Conveniently all but Lobber Crew have a converted mana cost of 2.

The Greenside Watcher takes a bit of the sting away from using gates (allowing you to use them the turn they are put into play), and later allows you to do more damage using Crackling Perimeter.

In addition to speeding up the deck, Burning-Tree Emissary and Zhur-Taa Druid will allow you to untap the Lobber Crew the turn they are put into play so that Lobber Crew can do extra damage.

The Boros Charm can either be used to help your creatures survive a board wipe, or save the enchantments from being removed.

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This deck won 2 out of 4 matches at last night's FNM:

  • L = L/L against re-animator deck
  • W = W/L/W against red aggro deck. Opponent's deck was really fast game 2.
  • W = L/W/W against red aggro deck with burn. I added Electrickery from sideboard before game 2 for extra board wipe.
  • L = L/W/L against red/green aggro deck that used rancour and bloodrush. I never got a Hold the Gates all three games, and squeaked out the second game win because I had two Boros Charmfoils in my hand.

I found that Hold the Gates is pretty critical in this deck. It totally stone walls aggro decks, and turned even the most jovial/pleasant opponents very frustrated (angry?) by the end of our match. Once the wall was up all they could do was watch their life get drained by Crackling Perimiter (or one of the other direct damage cards in this deck). For the red decks with weenie creatures with big power, Electrickery really helped clear the board while I waited to get Hold the Gates out. I think with some fine tuning this deck has potential. But I think if I played it again at my shop I might end up with a black eye, so someone else better give it a go.

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Revision 11 See all

(11 years ago)

+2 Oblivion Ring side
-2 Ray of Revelation side
Date added 11 years
Last updated 11 years
Legality

This deck is not Standard legal.

Rarity (main - side)

6 - 5 Rares

16 - 4 Uncommons

28 - 6 Commons

Cards 61
Avg. CMC 2.22
Folders Lacy
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