Deploy the Gatewatch
Look at the top seven cards of your library. Put up to two planeswalker cards from among them onto the battlefield. Put the rest on the bottom of your deck in any order.
|Have (2)||metalmagic , NineNotesKnives|
Printings View all
|Eldritch Moon (EMN)||Mythic Rare|
|Promo Set (000)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Deploy the Gatewatch occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Deploy the Gatewatch Discussion
2 months ago
I think you need to make some cuts for more draw/ramp/tutors/synergy pieces.
Cards I think you should cut and why:
Genesis Wave. You don't have enough ramp to make this viable. This card is best with mana doublers, infinite mana loops and lots of tokens with Ashnod's Altar and the like, none of which you have. The best you can hope for is some of Doubling Season/Atraxa/Crystalline Crawler angle, and even if you pull off the 10+ mana you'll need for this to do anything you'll probably have better ways to spend it.
Deploy the Gatewatch. This card costs a lot of mana and doesn't do nearly enough for what it costs you. Sure you have a lot of planeswalkers, but there's still chance you'll whiff entirely or only get one, and it's probably not going to be the planeswalker you want anyway since it's random and only goes 7 cards deep.
Deadeye Navigator. Another card that costs 6 mana. What is this doing in your deck? There are only 3 other cards in your deck that have ETBs for this to abuse. For synergy cards and tutors, follow the rule of 7: There should be at least 7 other cards it synergizes with/tutors for, which isn't true for this card. Yes, I see the infinite mana line with Crystalline Crawler and Deepglow Skate, but how often is that going to happen without something like Tooth and Nail to guarantee they're all in play at the same time? 90% of the time, you're paying 6 mana for a 5/5 with no abilities.
Kozilek, Butcher of Truth. I don't understand why you're running this. You're not going to get to ten mana early enough to cast this and really impact that game. It has no synergy with your commander. The only reason I can think of is anti-mill tech specifically for your meta. Otherwise, cut it.
Increasing Ambition. Way, way too expensive. Almost anything else would be better.
Cards to add:
Astral Cornucopia. There's a reason almost every Atraxa deck runs this card. At worst, it's a Manalith. However, with your commander, it's so, so much better. Just proliferate this sucker every turn and you'll have tons of mana before you know it.
Call the Gatewatch. I think you can slide this in the place of Deploy the Gatwatch directly because it is so, so much better. Tutoring for whatever planeswalker is best or which you need at that moment is much more useful than the possibility of two random ones. You can also consider Captain Sisay, which essentially does the same thing, albeit slower and repeatably.
Skyshroud Claim. You're running a full complement of shocks and ABUR duals, so why not run some of the best land ramp in the game to make use of it? Seriously this card is great because it's efficient ramp and also color fixing.
Inexorable Tide. This card is amazing with planeswalkers. I'm really surprised you don't have it already.
Oath of Nissa. Classic planeswalker deck card. Excellent all around, and really cheap. It'll give you something to do in your first three turns if you don't draw your ramp, and it mana fixes late game.
5 months ago
I have a similar deck idea for Pioneer, Fires of Invention is great to take tempo tricks to another level.
8 months ago
- Settle is nice with kaya but if you are only running one the odds aren't to amazing you will have both out. I would also note that having more than 2 copies of a planes walker isn't great. Drawing the 3rd or 4th copy in a match is annoying being its most likely a dead card. I would consider just pulling some copies out and putting in more cards to react to my opponents board or have ways to protect my stuff.
- Also being you are running only 4 fetches Leonin Arbiter might not be bad.
- I will say when I build competive decks I usually only run 3 basics usually. Its what I see in other decks as well so that is also something to consider.
- As for RIP I would probably board out Lingering souls. When playing against dredge that Rest in Peace resolving will win you the game on turn 2. If they get removal for it it slows them down which is what your deck wants.
- Worship Is also a card that can just win games.But you would want more ways to get creatures.
- Collective Brutality there are two kinds of decks that play this card: Decks with high amounts of card advantage, and decks that have synergies with graveyards. Your deck is neither. It doesn't make a big Tarmogoyf . You also dont have lots of card draw so the card is less powerful.
- Liliana of the Veil is another planeswalker that can help with removal. Its plus one is a downside when fighting blue card draw so it would be a card to board out.
- Elspeth, Sun's Champion can help as well
- Tidehollow Sculler is amazing in your colors.
- Deploy the Gatewatch if you can last to turn 6 often feels amazing.
- Those are just some more thoughts. I hope I have been helpful
1 year ago
If you still want planeswalker tutoring, I'd replace Deploy the Gatewatch with Ignite the Beacon . 2 less mana, you still net two planeswalkers, and instant speed. Ajani Unyielding has an incredibly useful ultimate.
I'm really not sure what Gods' Eye, Gate to the Reikai is doing in your deck tbh. I don't think Kaya's Ghostform does enough to be played over other cards, same with Oath of Kaya . I personally would cut Kaya, Orzhov Usurper too. I promise I don't hate Kaya as a character! but Kaya, Ghost Assassin is the better of the two imo
1 year ago
remove Vraska, Swarm's Eminence . This card does nothing for your game. It only puts counters on the tokens it creates and you need to proliferate for you to use it a 3rd time.
Teyo, the Shieldmage is better off as a The Wanderer . In my superfriends, Teyo always stayed in my hand, and its 0/3 walls only chumped and did nothing against trample creatures. The Wanderer atleast makes damage spells redundant, and offers removal.
Kaya, Bane of the Dead is a answer to hexproof and indestructibles.
Grateful Apparition is terrible against any flyer. It is going to be removed, and often is a wasted 2 mana. Its only ever good if you get it off at turn 2, and in commander, thats not exactly likely.
Bolas's Citadel is a must play in this deck. Sure you lose life, but it gives you a extra slot to your hand that you can cast for free. This card puts you so far ahead, the life lost is just a mere flaw
Evolution Sage needs to be in the deck if you are running superfriends
and finally. You NEED spot removal. Absolutely need it if you are going to win games in a superfriends shell. You need to be able to answer the creatures that possess a threat to your walkers.
1 year ago
Also, you run Arena Rector, how about Flash to kickstart that?
1 year ago
The hardest thing I had to do... ...Is to clear the mind.
Commander / EDH*
2 COMMENTS | 280 VIEWS | IN 2 FOLDERS
Well over 40 cards to cut... & several to actually add. First, the adds.
Firstly, I'm planning a Flicker Element on this. Aminatou, the Fateshifter is on there on purpose as it allows infinite Flickering w/ Felidar Guardian . But I've no idea if this is good as much as Venser, the Sojourner ; as he does this at the end of End Steps; far too late for effects being used here. At least I'm keeping Sundial of the Infinite for end step effects, & even something of more use than even Daretti, Ingenious Iconoclast this time... ( Saheeli, Sublime Artificer ) But I want more options for Flickering my Walkers; & I have stuff from WAR that are REALLY good; thus I'm unable to choose what to cut from them. I'm focusing on using Static Abilities to bypass even Humility as well as stuff no other walker before could ever use. But what to cut is really hard this time; do I cut Deploy the Gatewatch ? What's a better CMDR Walker: Najeela, the Blade-Blossom or Sliver Queen ? Should I even use Shocks in place of BFZ Duals? That, & keep Crucible of Worlds ? Aside from that, the Landbase is fine IMO. Wraths, & especially the overuse of Walkers is still a problem to get to 100 Cards. If you have any opinions for what I need to cut; or add, from the Flicker ide in the first place, let me know. One last thing, Can Venser's +2 still occur, even if he leaves play? I don't just want to be restricted to just Aminatou you know. Any other ideas for blinking for infinite combos are also recommended.
Thanks again in advance for the help! ^_^
1 year ago
Very well, I might as well change the ideas; though the Equipment stays. Even if buffing Saprolings is better than Value through Skullclamp …
Got a lot of things to note, though I'll get to them in due time...
One more thing, Now that the Gods of Amonkhet are Eternals as well, 2Q:
1: Is it possible Hazoret the Fervent will be one as well? She truly gave her respect for Samut, & her witnessing aforementioned God as an Eternal (Despite being the only one to not die after the events of HOU (The other gods had a card to represent their way of their death as a Cycle, though Hazoret had a differing idea for this entirely.).), will seriously make Samut Livid beyond the fact that Sorin & Nahiri still have yet to put their differences aside at once, & Nicol Bolas is a common foe of theirs; same for Ugin (Not as an ally of Bolas, obviously.), who I feel might be the last Walker to be revealed in WAR. & the only one to cease a multi-century long conflict with the other Members of The Three.
2: Where is our Jace's Triumph? All the other default Gatewatch members got their Triumph already, so is Jace the true Failure trying to beat Bolas, & his (Now, Pumped up w/ more power) Eternals?
I know this is for another area entirely, but after trying to update my Superfriends Deck again via a Primer, this isn't going to end well, now I have a lot of Walkers to handle in such a thing... Over 120 in my deck, & still growing. I think it's about time some actually use Deploy the Gatewatch …
Though, then again, I'm trying to search for a list of cards that can stop Walkers dead in their tracks... I wonder if one even exists...