Azor's Gateway

Artifact

, : Draw a card, then exile a card from your hand. If cards with five or more different converted mana costs are exiled with Azor's Gateway, you gain 5 life, untap Azor's Gateway, and transform it.

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Legality

Format Legality
Duel Commander Legal
Tiny Leaders Legal
1v1 Commander Legal
Vintage Legal
Block Constructed Legal
Historic Legal
Canadian Highlander Legal
Oathbreaker Legal
Arena Legal
Legacy Legal
Custom Legal
Casual Legal
Modern Legal
Unformat Legal
Gladiator Legal
Commander / EDH Legal
Leviathan Legal
Limited Legal
Highlander Legal
Pioneer Legal
2019-10-04 Legal

Azor's Gateway occurrence in decks from the last year

Latest Decks as Commander

Azor's Gateway Discussion

NetholonTheArchmage on [PRIMER] Zedruu - The Path to Enlightenment

1 day ago

Hi Exoflo , Thank you for your feedback!

I'm very happy to hear that you like the deck and even more happy that I have inspire you to build your own! I had a look on your decklist and it reminded me a lot of an older list of the deck I ran about 3 years ago. Like your own deck, mine was heavily inspired by Muddstah's decklist, over the cause of the last years I changed it up a lot though.

Minamo, School at Water's Edge originally made its way in the deck together with Azor's Gateway  Flip. Even with a lot of untapers the gateway has proven to be way to slow and has been cut from the list. Yet the School stayed, as I very often used it to untap Hall of Heliod's Generosity or Academy Ruins , as well as the Serra's Sanctum you've already mentioned.

Funnily enough all the cards you mentioned have been part of the deck at some point but have been cut from the list due to deck-changes.

Soul-Guide Lantern might be a good graveyard-hate card for you.

Nine Lives has just made it into my own list because of its political use. At the same time it also acts as a new wincon and has proven very versatile in my list. Phyrexian Unlife might be better in your list though, as it combos well with Solemnity you're already running.

I run the enchantments for multiple reasons: First they are cheap, which is a big plus in my book as I don't want to spend a lot of mana only to protect my commander. Second you can donate them to your opponents which isn't true for artifacts, etc. Spiritual Asylum I didn't even know about before. Yet i probably wouldn't run it due to the same reasons I cut Greater Auramancy before. Would it only grant hexproof instead of shroud it would be perfect... sadly the shroud-effect shuts down everything the deck wants to do.

I don't run the Illusions for it's lifegain-effect in the first place. The Illusions of Grandeur has been a part of my decklist since the first version. While I definitely played it for the lifegain back then, I keep it in the deck as a wincon and because of the nostalgia of course :)
Yet you're right about the combo being slow and unreliable and if you really want to win the game you probably should have another wincon in the deck that's easier to pull of.

Seems like perfect timing, as the new update just hit today! ;)

I hope I could help you and answer all your questions, Have a nice day, stay healthy and keep brewing!

Sultai_Sir on New deck ideas

2 months ago

Big Mana, but in an actual interesting way. No more of that namby-pamby, Omnath, Locus of Mana/Regal Behemoth/Goreclaw, Terror of Qal Sisma nonsense. Might as well hit me with a wet noodle. No, I'm talking Derevi, Empyrial Tactician Elfball Flash Enablers Big Boi Destruction Time™ . Let's break it down. You've got your Elfball base, with the rote one-mana nerds, and some more spicy meatballs, like Priest of Titania or Kinnan, Bonder Prodigy. Then, the standard non-stax Derevi package. I'm talking Unblockable Slimy Bois for the untaps, Willbreaker for all the creatures, and the best untap triggers money can buy. Skyshroud Poacher is broken, and can tutor up whatever you want, Azor's Gateway  Flip for all the mana, etc. And then, the super-spicy meatballs. Yes, this means the flash enablers. With Derevi's broken untap ability, if you have a flash enabler, you can untap something like Faeburrow Elder 4 times, have twelve mana, and be able to cast twelve mana worth of stuff, because you can use your mana during your combat step, that means if you get 6 untap triggers, with a Wirewood Channeler tapping for 8 mana, you can cast 48 mana worth of stuff. No longer are Elesh Norns and Avacyns of the world are no longer confined to the oblivion of Turns 7 and 8, you can cast them on turn Three! Trust me, no one will see this coming. DESTRUCTION

Nabux on [Primer] Engineered Explosives

3 months ago

As a Bosh player too, i find your list very interesting. (Im a bit jealous about your curve)

Im glad to see i cut some of the same high CMC Bosh's signatures cards than you. Aswell i'm interested cause our decks dont rely on the same way to draw cards, which is one of the main goal : how not to be out of gas.

As you play a lot of untap tool, i think you should consider Azor's Gateway  Flip : card selection seems nice to me in monored and if you flip the card, you often kill someone (or everyone).

Aswell i see you dont rely on Grafted Exoskeleton and Ugin's Nexus. I guess that's cause you run a lot of tutor, and you dont want get them each game. Am i correct ?

If you want, i would be interested if you open a section to explain some of the notable exclusions of your deck according to your gameplan.

Best regards

My personnal Boshie's deck : deck:https://deckstats.net/decks/144588/1661620-bosh-garbage-thrower (feel free to give me a feedback, or any advice)

shifthappen1 on Queen Marchesa: Politics, Aikido, and Control

4 months ago

Has there been any notable new cards ever since war of the spark? I just found out this gem of a commender deck (and read MegaMatt13'sprimer as well), gosh, I'll never look at commander in quite the same way. I did want to make some political-ish sort of deck with sphinxes and riddles and pillowforts / redirection stuff, felt like a nice theme, sphinxes and riddles (aka, politics and decision making), but its nowhere near as good as an archetype as what I'm seeing in yours and the other one's deck, I'm sold.

What do you think about

1-Crown of Doom how is it as a card to make enemies waste time / mana and to help redirect attackers elsewhere? too unreliable? it seems very fun and in the theme, so I assume the issue is reliability?

2-Coercive Portal too expenssive for draw even if it works over many turns? / unreliable when the board state seems too good for opponenets? or since it kills creatures, it doesnt redirect them to enemies?

3-Azor's Gateway  Flip filtering into potential mana ramp for x cost spells?

4-Lithoform Engine it seem like it does a lot of nice things for reasonable cost. anything it could potentially replace?

5-Act of Authority as an enchantment and artifact removal? doesn't look like your list has things that would be high priority target, so, is it because of the speed and / or that it destroy stuff and might target you as well, as unlikely as it is?

6-Isolated Watchtower and Detection Tower/Arcane Lighthouse as utility lands?

I assume all of these are not there because they aren't as efficient as the alternatives currently in the deck, just wondering if they have ever been discussed before.

shifthappen1 on Marchesa, Political Queen of Pillows

4 months ago

Has there been any notable new cards ever since war of the spark? I just found out this gem of a commender deck (and read precociousapprentice's primer as well), gosh, I'll never look at commander in quite the same way. I did want to make some political-ish sort of deck with sphinxes and riddles and pillowforts / redirection stuff, felt like a nice theme, sphinxes and riddles (aka, politics and decision making), but its nowhere near as good as an archetype as what I'm seeing in yours and the other one's deck, I'm sold.

What do you think about

1-Crown of Doom how is it as a card to make enemies waste time / mana and to help redirect attackers elsewhere? too unreliable? it seems very fun and in the theme, so I assume the issue is reliability?

2-Coercive Portal too expenssive for draw even if it works over many turns? / unreliable when the board state seems too good for opponenets? or since it kills creatures, it doesnt redirect them to enemies?

3-Azor's Gateway  Flip filtering into potential mana ramp for x cost spells?

4-Lithoform Engine it seem like it does a lot of nice things for reasonable cost. anything it could potentially replace?

5-Act of Authority as an enchantment and artifact removal? doesn't look like your list has things that would be high priority target, so, is it because of the speed and / or that it destroy stuff and might target you as well, as unlikely as it is?

6-Isolated Watchtower and Detection Tower/Arcane Lighthouse as utility lands?

slashdotdash on Golos attempt II

4 months ago

Hey there Kronhamilton,

First of all, I like the improvements you’ve made to your deck. It’s already looking a lot slicker and I can see you’ve made some very fun looking changes to how the deck plays.

You’ve got a nice array of threats (I always love to see the Bringers and Ur-Dragon) and a decent amount of ramp which are both a big plus. Additionally, you’ve got the beginnings of some nasty graveyard synergy shaping up, which looks really, really cool as a sort of plan B.

That being said, I’d like to make a few suggestions to help guide you toward a more consistent and powerful Golos deck. Please remember that these suggestions are just my informed opinion, and that I totally respect whatever deck choices you decide to make. I really just want to help you get comfortable with deck building and learning what to look for in a ‘good’ or ‘bad’ card.

Broad Suggestions

I would encourage you to add 2 Lands, 3 Removal cards, and 8 Draw cards. I’d also think about adding 2 more Ramp cards, but that is less critical to the overall health of the deck. Your Threats look great and I think your Sweepers are also appropriate. Anything that synergizes with your graveyard backup plan is great.

There are a couple of things to think about as you play this deck; 1. “Am I happy or sad to be holding this card in my hand or drawing it off the top of my deck?” – If a card seems to constantly be ‘the wrong card’ for the situation, or you can never seem to cast it, or you always play other cards instead, or you tend to die while holding a certain card, then you probably want to think about how well that card fits in your deck and whether or not you should cut it or modify the deck to support it. 2. “What ongoing advantage does this card give me?” – Some cards seem like a decent card based on having decent power/toughness, a fair cost, and some neat keywords or abilities. Just having those upsides alone though doesn’t make a card truly powerful. Instead, try to think about what ways a card can synergize with your deck to create crazy effects or otherwise how it will become more dangerous as the game progresses (like a Quartzwood Crasher, Scute Swarm, or Giant Adephage). Additionally, try to find cards that do multiple things such as Chasm Skulker which gets bigger when you draw cards and also explodes into tokens when it dies, or even Ravenous Chupacabra which deals with a threat and also acts as a blocker when you are facing pressure. The key is finding a way to levarage the most amount of value in each individual card – even a 2 mana ramp spell will set you up to play all of your future spells 1 turn earlier than normal for the rest of the game, which can be an insane advantage when you think about it. 3. “Am I out of options?” – If you can’t seem to find a solution to a problem or you’re ‘running out of steam’, then it is likely that you need more card draw and more ways to create ‘engines’ that accrue value. An example of an engine would be Fertilid + Evolution Sage or Rampaging Baloths + Elemental Bond or Kruphix, God of Horizons + Victory Chimes or Atraxa, Praetors' Voice + Ajani, the Greathearted or Anointed Procession + Endless Ranks of the Dead or Search for Azcanta  Flip or Deadbridge Chant or Mind Unbound, etc.

Ramp

Your ramp looks pretty good with 10 dedicated Ramp cards. I’d suggest adding 2 more Ramp spells to really help speed things up early. Examples would be Kodama's Reach, Llanowar Elves, Wild Growth, Farseek, Rampant Growth, Springbloom Druid, etc.

Ramp - 10

Not Ramp

Draw

Overall, I think your card draw package needs a little bit of love. I want to note I see a lot of ‘looting’ effects like the ones on Teferi, Master of Time or Obsessive Stitcher and while these cards are great for a graveyard strategy they still don’t count as card draw. I’d keep most of these ‘looting’ type cards, but try to find cards that get you about 2 or 3 cards such as Harmonize, Concentrate, Escape to the Wilds, Urban Evolution, Moldervine Reclamation, Deathreap Ritual, Recurring Insight, Mind Unbound, Underworld Connections, Cloudblazer, Mulldrifter, Drawn from Dreams, Return of the Wildspeaker, Harvester of Souls, Momentous Fall, Dream Trawler, Keeper of Fables etc.

Draw - 2

Not Draw

  • Barrin, Tolarian Archmage – drawing 1 card does not really count. If anything, Barrin is like slow, bad removal for dealing with your opponents’ stuff temporarily. If you’re interested in reusing Golos’s land finding ability I would recommend playing Soulherder instead.

  • Solemn Simulacrum – He has sort of ‘incidental value’ with his death trigger but doesn’t actively net you a bunch of cards like Keruga, the Macrosage or Beast Whisperer. Sad Robot is still great though.

  • Titanoth Rex – still keep this guy because he is a threat that isn’t dead in your hand on turn 5.

  • Void Beckoner – same story as the Rex

  • Teferi, Master of Time – Teferi’s great, but he is really at his best when you’ve got 4-7 card in hand so that you can throw a bunch of big threats to the graveyard and hopefully draw a reanimation spell. Other than that, Teferi isn’t going to refill your hand so he doesn’t count as true draw.

Removal

Your removal package looks like it needs a couple more additions to keep your deck responsive and able to handle imminent-doom type threats. It is worth noting that cards like Blatant Thievery or Mythos of Illuna can save you in certain situations, but be wary of their crazy mana costs and the fact that they are not instant-speed answers. Examples include Mythos of Nethroi, Beast Within, Price of Fame, Reality Shift, Terminate, Return to Nature, Putrefy, Utter End, Eat to Extinction, Murderous Rider, etc.

Removal – 4 (aim for 7)

Cuts

There are several cards that I would consider cutting first when modifying the deck.

  • Lukka, Coppercoat Outcast - he relies very heavily on luck and only interacts with creatures. This makes him good with only 30% of your deck. Additionally, Lukka can’t ‘protect’ himself like Garruk can (making tokens to block for him), nor does he have an immediately accessible removal ability like Teferi. Overall, Lukka is interesting but a little lacking in consistency, defensibility, and power.

Azusa, Lost but Seeking – you don’t have enough land + card draw to really capitalize on Asuza’s ability. Yes, you can use the double lands (like Gruul Turf) to bounce a land to hand and then play that land with Asuza, but realistically that’s such a narrow and relatively tame synergy (in this non-landfall deck, that is) that you would be better off playing a Farseek or a Rampant Growth or even a Fertile Ground.

  • Sparkhunter Masticore - This little fellow has a major drawback and no seriously crazy abilities that make him worthwhile. Yes he can deal with planeswalkers, but so can a Murderous Rider or an Eat to Extinction. Yes he can be an indestructible 3/4, but you have to pay 3 mana just to make him indestructible. Under normal circumstances that’s 6 mana for a 3/4 that dodges death one time - a 3/4 just isn’t fantastic. The biggest bad news about this robocat is its “additional cost to cast” ability which means that even if you hit it with Golos’s ‘Rainbow Wheel of Death’ ability, you still have to discard a card for a 3/4. I just honestly think you’d rather have a removal spell (Beast Within, Mythos of Nethroi) instead of this cat any day.

  • Pursued Whale - While this whale is kinda cool and he does force combat, he is just sorta expensive for what he does. 7 mana for an 8/8 is pretty standard and giving your opponents tokens (that they could just attack you with or sacrifice to an effect) can be a bad idea in some situations, such as when they have an Beastmaster Ascension or a similar effect on the field. While his semi-hexproof ability (3 more mana to target) seems nifty, that is one of the only really powerful highlight abilities of this card, meaning that ability is protecting a relatively low-powered card. A couple immediate alternatives come to mind for me; Geode Rager to force combat AND keep you safe, and Dream Trawler for a flying, hexproof, lifelinking, card drawing threat.

  • Renata, Called to the Hunt - She just isn’t fantastic. You aren’t playing a devotion centric deck in which she might become a 10/10, and your strategy doesn’t really care about 1/1 counters either. I would consider replacing her with a Harmonize or another 3 or 4 drop with more impactful abilities. Heck, even another reanimation spell could be nice like Unburial Rites or Grave Upheaval since your deck seems to have some tendency to but things in the graveyard for later.

  • Lorescale Coatl - Cards like this (or his bigger cousin Chasm Skulker) are really designed for “wheel decks” that play “wheel effects” like Windfall or Reforge the Soul. He is fine, but really not much better than that. If you want a threat that can grow faster and do more important things, try Managorger Hydra or even Scute Mob.

  • Colossification - This aura is too expensive, taps your creature down, and worst of all is an aura. Auras are generally quite bad because your opponent can destroy your creature and the aura attached to them with one spell – and odds are they’ll do that because it is usually too juicy not to. The fact that you can’t attach Colossification and attack immediately means that your opponents will have a full turn to deal with it before you get a chance to use it (and keep in mind your Colossified creature needs to survive 3 opponents’ turns!). This means you’ll most likely run out of cards in a hurry without accomplishing anything.

  • Door to Nothingness - Unlike Progenitus, you can’t reanimate the Door, nor can you get its full value off of the Rainbow Wheel of Death. The only time this card does anything at all is when you literally have 10 mana of the exact color combination necessary to use it. It’s still your call, and I know some people make it a goal to Door their opponents, but be warned: you probably don’t have as much ramp as you need to make this work well. I’d consider supporting this crazy cards (and your many expensive threats for that matter) with a few more ramp spells – Boundless Realms, Migration Path, Circuitous Route, Kodama's Reach, Explosive Vegetation, Zendikar Resurgent

  • Azor's Gateway  Flip – This card belongs in a very specific variant of Golos. That variant is the Minamo, School at Water's Edge Golos deck which also runs stuff like Vizier of Tumbling Sands, Fatestitcher, Kiora's Follower, and other payoffs like Jegantha, the Wellspring, or Captain Sisay. Especially considering that Sanctum of the Sun (the flip side) adds X mana of only 1 color, I think this card is just rarely going to work like you want it to unfortunately.

  • Lathliss, Dragon Queen - Basically, you only have 3 other dragons in the deck so I would either exchange a bunch of cards for more dragons or cut Lathliss, since she will rarely be able to use her best ability (5/5 tokens). Keep in mind, you could also run a bunch of cards with the ‘changeling’ keyword if you wanted to get really funky, in which case you may as well also play stuff like Yuriko, the Tiger's Shadow, Reaper King, Crested Sunmare, The First Sliver but that’s a very slippery and insane slope that I’m not sure you want to get sucked into.

Summary

Nice changes Kronhamilton, I can see that your deck is really starting to shape up as a rampy graveyard-mingling Golos deck, and that’s really cool. I encourage you to try and pay attention to what situations you find yourself in, as that’s often the best way to tell what cards you need to cut or add to the deck for it to work best. As a default, I’d consider making a few of the changes I mentioned in the Broad Suggestion section, as those changes should just generally help with your deck’s consistency.

Please do let me know how you decide to tune your deck – it’s really fun to watch honestly, and I’m always down to help advise you. Other than that, take care and enjoy Golos!

Best,

-Slashdotdash

carpecanum on Welcome to the Dungeon

5 months ago

Master of Cruelties, Raving Dead, Virtus the Veiled

Azor's Gateway  Flip could allow you to put out 10 or 12 creatures on your opponents end step for an swarm attack.

Maybe Feldon's Cane or Living Death if your graveyard gets too full.

Omniscience_is_life on Bosh throws a fit

6 months ago

Wow. Thanks for taking the time to write that all out!

The rocks you mentioned are all good, I'll add around 3/4 of them as I do think card-draw is a bigger concern for the deck. Retriever/Diver are fun, I'll add one if not both. Goblin Engineer only hits small artifacts, so that doesn't exactly work, but the Welder is a welcome addition. I don't think Purphorous is quite on strategy enough to merit a spot, but Daretti is cool. Mystic Forge is a wonderful card, not sure how it slipped under my radar. I don't love planar bridge as much, as high CMC artifacts are only good if they like dying ;D. The Forgemaster's cost to activate is a little too high for the pace of the deck, I tend to play/sac/play/sac/play, not play/play/play/sac/sac/sac. I don't feel like I want to spend 9 mana on an effect really only helps me "choose my timing", but the Boots/Greaves suggestion is a good one as the Head Honcho himself doesn't want to die. Ugin, the Ineffable/Foundry Inspector are likely both going in the deck, appreciate those suggestions. As for Clock/Myr... Not necessary enough. Of the "big ham" artifacts you mentioned, Duplicant/Ancient Stone Idol are the only ones I like. Big artifacts for the sake of big artifacts isn't what I'm looking for, more along the lines of big artifacts that are practically screaming to die. Lattice is a very powerful card, I'll try to fit it in. The ability doublers are smart, I'll squeeze one of 'em in.

As for the cards you're suggesting to remove... Elemental/Servant are good to take out. I like Forge Armor as my general is already a 6-power trampler, if I can just casually put 8 counters on him then my opponent has work around me, even if I don't really want to be swinging in. Nahiri's Wrath, and Azor's Gateway  Flip are all good to take out, we can agree on that. I like the familiar as it comes down early and disincentivize attackers, and then draw me card and Bolt someone later in the game. The comparison of Dockside Extortionist to Wily Goblin is a fair one, but I know I'm getting a treasure from Wily Goblin, and that's important since I'm counting on that early ramp + body. I find Rise to be just solid value, and you didn't suggest a whole lot of card advantage to I don't see fit to remove it just yet. You burn through a lot of cards in this deck, and it's good to keep a steady flow. Scarecrone can get artifacts, from the graveyard, to the battlefield repeatedly. And I like the digger. But he probably needs to go.

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