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Legality
Format | Legality |
1v1 Commander | Legal |
Alchemy | Legal |
Archenemy | Legal |
Arena | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper EDH | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Citadel Gate
Land — Gate
Citadel Gate enters the battlefield tapped.
As Citadel Gate enters the battlefield, choose a colour other than white.
: Add or one mana of the chosen colour.
eliakimras on Equipped Samurai
1 year ago
Since your deck is a fast one, consider running lands that don't enter the battlefield tapped:
- Bloodfell Caves -> Sulfurous Springs
- Wind-Scarred Crag -> Battlefield Forge
- Scoured Barrens -> Caves of Koilos
- Evolving Wilds -> Smoldering Marsh
- Thriving Bluff -> Foreboding Ruins
- Thriving Heath -> Furycalm Snarl
- Thriving Moor -> Shineshadow Snarl
- Black Dragon Gate -> Dragonskull Summit
- Citadel Gate -> Clifftop Retreat
- Cliffgate -> Ash Barrens
You might also want to run some utility lands:
- Temple of Malice -> Bojuka Bog (good against graveyard decks)
- Temple of Triumph -> Axgard Armory (tutor on a land)
- Temple of Silence -> Sejiri Shelter Flip (protection spell that can be played as a land)
- Temple of the False God -> Rogue's Passage (free evasion)
- Mountain -> Sunhome, Fortress of the Legion (double strike on demand)
- Swamp -> Buried Ruin (recursion)
Also, since speed is the name of the game for Voltron decks, consider those swaps in your ramp package:
Bobshel on Planeswalkers Perfected
1 year ago
Thank you for your answer. And I have another question ^^. Do you think, that building a Mana Base, out of "Gate-Lands" could be promising? Gond Gate , Baldur's Gate and Citadel Gate, as well as others seem to have a promising Mana-output in my opinion. Although I do not think, that they can reach to the level of the Mana base you build. Just for consideration.
Cheers
Max_Hammer on How to Lose Friends and Infuriate People - Budget
2 years ago
I have come to remind you that the Baldur's Gate set came out! Granted, some of these are slightly more expensive than a regular gate, but not by very much.
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Gond Gate is going to make your deck a lot faster. Like, a lot.
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Baldur's Gate. Need I say anything more? Won't help with your win condition, but it's still loads of mana.
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Citadel Gate, Sea Gate, Black Dragon Gate, , Cliffgate, and Manor Gate are just better than the standard gates.
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Basilisk Gate could protect a creature of yours if you're not ready for it to die yet, or if you want to swoop in for the kill. These three last ones are kinda meh, but they're here.
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Thran Portal is probably just not worth the 1 ping a turn. It's not crazy bad, but eh.
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Heap Gate is cool, but not super necessary.
lcarl3035 on Arm the Army
2 years ago
Did you mean to put in Citadel Gate or Cliffgate rather than Manor Gate? Manor gate produces green...
DaringApprentice on Are You Sure You Want to Do That? V2
2 years ago
I'm well, hope you are, too! I don't have quite enough time as I thought I might to go through an in-depth suggestion process, but I've put the highlights below:
Fixing Lands: Path of Ancestry, Exotic Orchard, Caves of Koilos, Vivid Meadow, Vivid Marsh, Vivid Crag, Thriving Heath, Thriving Moor, Thriving Bluff, Citadel Gate, Black Dragon Gate
Utility Lands: Bojuka Bog, Hagra Mauling Flip, Sanctum of Eternity
Card Draw: Morbid Opportunist, Smothering Abomination, Necrologia
Targeted Removal: Wild Magic Surge, Chaos Warp, Oblation, Mortify, Vindicate, Mangara of Corondor, Transmogrifying Wand, Nahiri, the Harbinger, Curtains' Call
Board Wipes: Out of Time, Kaya's Wrath, Depopulate, Shatter the Sky, Nevinyrral's Disk, Sublime Exhalation
Selective Board Wipes: Slaughter the Strong, Divine Reckoning, Cataclysmic Gearhulk, Sculpted Sunburst, Single Combat
Synergy Cards: Braids, Arisen Nightmare, Magus of the Abyss, Anowon, the Ruin Sage, Ruthless Winnower, Ogre Slumlord
dragonstryke58 on Will the second mode of …
2 years ago
Judging by the rulings on Blood Moon, effects that modify how a land enters the battlefield are removed as well. So basically if you have a static effect that states a land is a basic land, it will enter as a basic land of that type. Blood Sun has a similar ruling.
Pertinent Oracle Ruling of Blood Moon:
8/7/2020: If a nonbasic land has an ability that causes it to enter the battlefield tapped, it will lose that ability before it can apply. The same is also true of any other abilities that modify how a land enters the battlefield or apply “as” a land enters the battlefield, such as the first ability of Cavern of Souls.
So in the case of Vision Charm, if you declare all gates are now islands until end of turn, the gates should enter untapped, only produce blue mana, and you don't get to declare a nonwhite color for Citadel Gate.
Yesterday on Will the second mode of …
2 years ago
Effects that change what a permanent on the battlefield is don't change that pwrmanent's own text that changes how it enters the battlefield. IE, if you have a resolved Vision Charm's third mode (naming Mountain), or a Blood Moon, and a player plays a Citadel Gate, (that player will choose a nonwhite colour and) it will enter tapped as a Mountain.
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