Door of Destinies

Door of Destinies

Artifact

As Door of Destinies enters the battlefield, choose a creature type.

Whenever you cast a spell of the chosen type, put a charge counter on Door of Destinies.

Creatures you control of the chosen type get +1/+1 for each charge counter on Door of Destinies.

Latest Decks as Commander

Door of Destinies Discussion

multimedia on The Big Bad Wolf Pack

1 week ago

You're welcome. No reason to remove your deck from the budget category since any Commander deck less than $200 really is consider budget. Your deck is still budget especially the manabase since you're playing Gruul Guildgate and Rugged Highlands, etc.

Adding the expensive price Gruul dual lands (Stomping, Spire, Karplusan, Burnwillows, Fire-Lit, Cragcrown, Rootbound, Rockfall) would help to take your deck away from budget. Honestly, adding a few of the better Gruul lands for the price of Door of Destinies and Metallic Mimic would improve your deck more than what these cards would do.

Some advice if on a budget is don't completely neglect the manabase in favor of adding other expensive price cards. That's a balancing act to make and a question to ask yourself; "What expensive price cards are not needed as much as the others that could be cut so I can improve the manabase?"

The only reason to not play Coat of Arms over Door is if you're expecting other tribal decks, not just Werewolves, any tribal since Coat counts all players tribal creatures. Coat is a vastly superior anthem effect for tribal than Door since the turn you drop Coat your creatures are getting a potentially major anthem effect. In Gruul Shared Animosity is the closest budget similar effect to Coat for tribal and it only affects your attacking creatures.

SnailOnSpeed on The Big Bad Wolf Pack

1 week ago

multimedia

This deck started out at budget, but it admittedly got a tad expensive as I tweaked it. I've taken it out of the budget category.

Thanks for the feedback! I'll take a look through them and consider the options. The reason Door of Destinies and Coat of Arms are both in there is because I was testing it on Tabletop Simulator and deciding which one to keep and which one to get rid of.

multimedia on The Big Bad Wolf Pack

2 weeks ago

Hey, well done on a budget for your first deck, nice Huntmaster of the Fells  Flip.

Some budget cards to consider adding:


Some cards to consider cutting:


Some budget land upgrades to consider:

Good luck with your deck.

multimedia on Gruul Werewolf Pack

2 weeks ago

Hey, interesting high budget version of Tovolar with less Werewolves.

Human Werewolves that don't have day/night still count towards and transform when Tovolar upkeep triggers. The better Werewolves not having day/night is not really a drawback with Tovolar. Because Tovolar can repeatedly change from day to night then you have more chances to transform nonday/night Werewolves. If you play a nonday/night Werewolf after Tovolar transforms that's fine because more than likely Tovolar will flip back daybound giving you another chance to transform all Human Werewolves you control at your upkeep.

If you want to play a small amount of Werewolves then the ones you play really should give you more than just being a Werewolf.

With such a high budget you can do better than the vanilla Werewolves who don't give you anything when they're Humans as well as when they nightbound transform? Many of the Wolves are also subpar compared to all other cards here. If you're playing the Wolves just to be able to upkeep trigger Tovolar faster any Human Werewolf will do the same thing and give you more than any of these Wolves.

Wolves and Werewolves to consider cutting:


Really nice Fetch lands, but consider playing a Forest/Mountain dual land to fetch: Stomping Ground, Cinder Glade, Sheltered Thicket? Adding these lands will also give Farseek a dual land to search for instead of only being able to search for a basic Mountain. Also by adding some Forest/Mountain dual lands then you could improve the land ramp spells with Nature's Lore and Three Visits.

Some changes to consider:

Some other lands that would improve the manabase by cutting some basic lands especially Mountains:

Arcane Signet could replace Herald's Horn since Horn doesn't do much if you're not tribal. With so few Werewolves or Humans as well as many different creature types then a mana rock would make more ramp.

Door of Destinies is another tribal only card and it's very slow with so few Werewolves or Humans to cast. Could cut Door for Beastmaster Ascension since it's an anthem for all creatures you control.

Good luck with your deck.

QuestionMarc on Vadrik's Discount Spell Emporium

2 weeks ago

Looking over the deck and playtesting it a few times I have what I consider a pretty exhaustive maybe list with some cards being worth considering and discussing and a few being real treasures! Here is the full list and if I did it right hopefully all the cards are links.

  1. Call the Skybreaker
  2. Capsize
  3. Cascade Bluffs
  4. Champion's Helm
  5. Clockspinning
  6. Coalition Relic
  7. Commander's Plate
  8. Contagion Clasp
  9. Darksteel Plate
  10. Deflecting Swat
  11. Door of Destinies
  12. Drown in Dreams
  13. Elementalist's Palette
  14. Expanded Anatomy
  15. Expansion / Explosion
  16. Fanning the Flames
  17. Fatespinner
  18. Fierce Guardianship
  19. Finale of Revelation
  20. Fists of Flame
  21. Flux Channeler
  22. Force of Will
  23. Galazeth Prismari
  24. Haze of Rage
  25. Illuminate
  26. Insurrection
  27. Izzet Boilerworks
  28. Jaya's Immolating Inferno
  29. Jeska's Will
  30. Leyline of Anticipation
  31. Lonely Sandbar
  32. Lunar Frenzy
  33. Mana Drain
  34. Mana Geyser
  35. Metallic Mimic
  36. Midnight Clock
  37. Mikokoro, Center of the Sea
  38. Mystic Remora
  39. Mystic Sanctuary
  40. Oona's Grace
  41. Opal Palace
  42. Prismari Campus
  43. Reality Ripple
  44. Reality Shift
  45. Reiterate
  46. Rhystic Study
  47. Ring of Evos Isle
  48. Riverglide Pathway  Flip
  49. Runechanter's Pike
  50. Sage of Fables
  51. Scour from Existence
  52. Sea Gate Restoration  Flip
  53. Seething Anger
  54. Shatterskull Smashing  Flip
  55. Spark Double
  56. Storm-Kiln Artist
  57. Swiftfoot Boots
  58. Sword of Truth and Justice
  59. Temple of Epiphany
  60. Tezzeret's Gambit
  61. Tyrite Sanctum
  62. Unleash Fury
  63. Valakut Awakening  Flip
  64. Vandalblast
  65. Vedalken Orrery
  66. Volcanic Island
  67. Volcanic Vision
  68. Wandering Archaic  Flip
  69. Whispers of the Muse
  70. Zaffai, Thunder Conductor

SnailOnSpeed on The Big Bad Wolf Pack

3 weeks ago

Kudzuu The reason I have Door of Destinies instead of Coat of Arms is because I already have a copy of it. Switching them is def not off the table though! Thanks for the feedback.

Kudzuu on The Big Bad Wolf Pack

3 weeks ago

I see you already have Door of Destinies which is almost the same thing as Coat of Arms but coat of arms is so fun to play with!

Great deck though I like it

Elmoisamac on Scourge Under Moonlight

1 month ago

Oddly enough I would suggest cutting some tribal payoffs like Vanquisher's Banner, Door of Destinies, and maybe even Urza's Incubator just because you have a lot of non-werewolf creatures in the deck so these aren't as good as they would be in other tribal decks that are more "pure". Also, you can consider cutting some slower cards like Ranger Class. It is good, but very slow and you have to pump a lot of mana into it before it is powerful.

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