Door of Destinies
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.
|Have (4)||Bluboltar , Forkbeard , lillobby6 , metalmagic|
|Want (7)||Ordamo , Darbae , laswear131 , Deathholme , Flightmare , slyeye , gothicmonkey|
Printings View all
|Commander 2017 (C17)||Rare|
|Magic 2014 (M14)||Rare|
|Promo Set (000)||Rare|
Combos Browse all
- Coretapper + Door of Destinies
- Conspiracy + Door of Destinies
- Conspiracy + Door of Destinies + Doubling Season
|Commander / EDH||Legal|
Door of Destinies occurrence in decks from the last year
Latest Decks as Commander
Door of Destinies Discussion
5 days ago
I think a good place to start would be to evaluate what goals are the most important for your deck while making sure you don't have too many ideas that compete against each other. When I look at the deck now, I can see the general idea of a U/W control list that takes advantage of freeze and lifegain to prolong the fight until you can win. However, I see some major problems with the plan as it is now.
First, the deck lacks a clear win condition at the end of all the control. You'll either need to chip away over the course of a slow game with your smaller creatures or hope you have enough freeze effects to get your big guys in late-game. Control deck usually opt for some type of haymaker that can reliably close the game. Some like AEtherling and Gideon, Ally of Zendikar are designed to protect themselves, some like Celestial Colonnade and Shark Typhoon place emphasis on evasion, some like Torrential Gearhulk and Snapcaster Mage give you as much value as possible, and some like Jace, the Mind Sculptor and Teferi, Time Raveler deny your opponents of counterplay. There's a lot of overlap within those categories and not all of these cards will be played as a wincon, but having a clear plan to win is better than only playing to not lose. The closest cards you have are probably Serpent of Yawning Depths and Archipelagore. Sea monsters are certainly a fine casual deck but slotting them into something else can be awkward at best and ineffectual at worst.
The second problem I see is the missed potential of your chosen colors combined with your chosen tribe. Right now, you have very few ways to take advantage of the clerics in the deck. Clerics are intended to be W/B since you get access to powerful new tools like Orah, Skyclave Hierophant, Taborax, Hope's Demise, and Cleric of Life's Bond along with classics like Sin Collector, High Priest of Penance, and Skirsdag High Priest. The lifegain/drain synergy in clerics also benefits from orzhov colors to play threats like Angel of Destiny, Vito, Thorn of the Dusk Rose, Marauding Blight-Priest, Speaker of the Heavens, Ayli, Eternal Pilgrim, Twilight Prophet, Pious Evangel Flip, Drana's Emissary, and Cruel Celebrant.
Incidentally, black also synergizes quite well with tapdown effects because of Assassinate cards like Royal Assassin, Deathbringer Liege, and Murderous Compulsion, although white does have its share of Vengeance with Sunblast Angel, Deadeye Harpooner, and Swift Response. Anyway, now that I'm on this tangent, it's worth mentioning that including strong freeze effects is important if you want to make such an underused mechanic work. I'm partial to Dungeon Geists and Icefall Regent as permanent taps, but there's also Guardian of Tazeem, Niblis of Frost, Tamiyo, the Moon Sage, Time of Ice, Lorthos, the Tidemaker, Frost Titan, and Hands of Binding. Alternatively you can use cheaper cards that can retap a creature each turn like Gideon's Lawkeeper, Blinding Souleater, Fatestitcher, Hidden Strings, and Minister of Impediments. The final category I'll mention are other cards that take advantage of tapping enemy creatures like Palliation Accord and Verity Circle, except I'd only ever recommend the latter.
In summary, I think you should decide whether you're more interested in clerics or in freeze since they don't synergize with each other that well. For clerics, switching to black and taking advantage of lifedrain and sacrifice is advisable. For freeze control, find ways to abuse tapping, implement a strong win condition, and generally include more card draw and countermagic. If you are dead set on combining these styles, I'd at least invest in some tribal support cards to give the clerics more impact than just weakly contributing to the party mechanic. Adaptive Automaton, Door of Destinies, Obelisk of Urd, and Coat of Arms are some popular options. Finally, if your budget doesn't allow you to purchase many new cards, prioritizing the acquisition of additional copies of your strongest but cheapest cards is a good way to upgrade. For this deck, I think those cards are Attended Healer, Cleric of Chill Depths, Hypnotic Sprite, Kor Celebrant, Luminarch Aspirant, Queen of Ice, Shepherd of Heroes, Skyclave Cleric Flip, Concerted Defense, Dovin's Veto, Negate, Inscription of Insight, Staggering Insight, Trapped in the Tower, and maybe Silundi Vision Flip. Good luck with your build and let me know if you have any questions!
1 week ago
Solid deck, I run Krenko too. Might I suggest Dogpile? I've killed two opponents in one turn with it, multiple times. I'd also suggest some stuff to untap Krenko, like Magewright's Stone or Thousand-Year Elixir, those get out of hand fast. One more: I would take out Hall of Triumph for Door of Destinies, it's such a good buff, especially since you're running creature heavy (which I think is the right choice). +1 From me, for sure!
2 weeks ago
Hey there! Elves are indeed a super fun creature type, I've whipped up a few decks for them in the past, thus I may have some suggestions that may be of use for you! First off, Twilight Mire would make a great addition to this deck, and I can say from experience that they help you quite a bit. There is also Blooming Marsh, which may not be your thing, but works very well for me in some of my decks. Strip Mine/Wasteland can definitely up the power-level of your deck, as almost nothing works better than destroying your opponent's lands, especially since the ability is hard to stop. Ancient Tomb is also an amazing card, and based on the card costs in your deck, I think you could use this quite a lot to your advantage in the deck, especially because you're gaining life. Last but not least, I would possibly recommend Mana Confluence, City of Brass, and Reflecting Pool, if you think your mana base needs it, though I think it looks pretty fine without it. You may also want to replace all your basics with Snow-Covered Swamps and Snow-Covered Forest, as they are cheap, and function the exact same as basics, meaning they are still considered basic lands, etc, except they can be very good if you are facing a snow deck. While this isn't likely, it is always something to consider. Speaking of the mana base, there are some notable cards missing here, and I would consider the following for ramp: Birds of Paradise, Sylvan Caryatid, Nature's Lore/Three Visits, Selvala, Heart of the Wilds, Exploration, Burgeoning, Explore, Emerald Medallion, Sol Ring, and of course Arcane Signet. I understand a couple of your elves can ramp, but its good to at least have 7-10 ramp spells in the deck, and some of the above might be very helpful in that regard. Now enough about the manabase, how about we look into your elves! Here are a list of a bunch of elves you way want to consider: Abomination of Llanowar, Ezuri, Renegade Leader, Marwyn, the Nurturer, Dwynen, Gilt-Leaf Daen, Fauna Shaman, Allosaurus Shepherd, Shaman of the Pack, Elvish Champion, Heritage Druid, Yeva, Nature's Herald, Joraga Treespeaker, Wirewood Symbiote, and many more! You also may want to consider some tribal cards, like Coat of Arms, Vanquisher's Banner, Door of Destinies, Herald's Horn, Urza's Incubator, etc. Last but not least, you may want to include Umbral Mantle, Sword of the Paruns, and Staff of Domination, because if you have Elvish Archdruid, Priest of Titania, or something that gives 3+ mana, you can get INFINITE mana with these cards, making them quite good! Anyways, these card suggestions may not be your sort of thing, or they may give you something to think about, but either way feel free to check out some of my decks, like Double Trouble EDH ⫸PRIMER⫷, and give them some support if this helped! Now I hope this helps, good luck on your deck, and have a wonderful day! Happy tapping!
1 month ago
Just wanted to say, thank you for taking the time to look at my deck and give your (incredibly) helpful and insightful advice. I am fairly new to making decks, and this is my first commander deck, and the people I'm going up against have some crazy decks and being someone who is fairly new to Magic, I don't really want to spend too much money, yet still don't want to get steamrolled lol.
I've implemented all the changes you recommended, though I was a little sad to cut Spit Flame out, I feel it has quite a bit of potential, is there another card that could feasibly be taken out? This is super hard because there are lots of cards that would fit really well into this deck, but there are only so many I can put in like Door of Destinies hence why my Maybe Board is like 30 cards rip. Also with Palace Siege I wonder if you feel like that's too much graveyard recursion/it doesn't actually get the creatures onto the battlefield, but it can also be a nice little life source to keep you alive and slowly sap opponents' life if needed. Is it neat but not mesh with what the deck is actually trying to do?
Is Elemental Bond worth keeping in there? I can't help but wonder, with all the cheating dragons in, would I not breach my hand size limit a lot because it forces the card draw as opposed to "you may draw a card"? There are only so many dragons I can play in one turn, making me draw another card anyway... (though I guess Teneb and my other graveyard recursions can see to those that spill over into my graveyard? And I don't think hoping to pull Reliquary Tower is a valid strategy.)
Related to that, cards like Golos, Tireless Pilgrim and Steel Hellkite, who is currently in the Maybe Board because of this, but can I reliably use those acivated abilities? I've played with dragons in other formats and I can say that 90% of the time I spent almost all my land/mana playing one or two dragons leaving 3 or 4 for other things, so I feel like I kind of can't really afford to pay those costs? Notably this deck is different because there is a lot of cheating dragons in.
I also call into question Brave the Sands, it's neat, really neat, but is it absolutely imperative that I have Vigilance? It would allow me to just go ham on one opponent without fear of retaliation. But is there another card that would fit better? Then again it is a low-cmc card and I shouldn't really be taking those out.
Sorry this kinda seemed to turn into a rant to myself haha. Continued advice would be greatly appreciated.
1 month ago
Honestly, I've been thinking about dropping the Sorin altogether. If I haven't killed all of your creatures by the time I get him to ult, I'm doing something wrong and it's likely too late.
Ditto with Scythe of the Wretched it was an awesome idea, but very mana intensive if I want to steal more than one creature in a turn.
Sanguinary Mage fits the Party and Vampire Tribal themes, which is 2 out of 3 themes for the deck, and also is low CMC. So she stays. Prowess doesn't help much with her, but is certainly an added bonus.
Cloak and Dagger is an insta shield for my commander. No brainer.
Goblin Chainwhirler is a tricky one to cut. I have had it go off in a game. It's a powerhouse. And while Dagger Caster does the same thing for fewer reds and is a rogue, we're talking about 99 cards and only two tutors.
So I think what I'll do for now is cut Sorin and the Scythe for the Arena and the Champion, and see how it goes.
A couple unrelated notes in closing. First, you inspired me to work Door of Destinies into Always Loot the Bodies. Second, what do you say to replacing Kumano, Master Yamabushi with Vampiric Dragon? Much higher CMC, but is a vampire. Could just try it and see, but might as well ask while I have you.
1 month ago
Are you interested in tribal buffing effects from artifacts such as Door of Destinies?
1 month ago
Your list looks pretty good so far! Solid ramp, but your land-count seems a bit low. The conventional wisdom is that 37-38 lands is the sweet spot. If you have a extremely low curve or lots of low CMC or one-mana rampers (Llanowar Elves, Wild Growth etc) you can go lower. I almost always run 36 lands; it's just what I do. Anyway, dinosaurs and your commander are expensive so you might want to bump up your lands a bit. Gishath has a huge target on her head so you should expect and plan to recast her over and over. I know from experience; my brother has a Gishath deck and it's terrifying: Dig Up Her Bones check it out and up-vote it if you have the chance!
You're a bit light on removal, but that's actually quite normal for such ramp- and creature-heavy decks. Just the way it goes. That said, you might want to squeeze in Swords to Plowshares and/or Path to Exile. Not only are they just good, but--as you pointed out--Polyraptor and Marauding Raptor draw the game unless you have a way to instantly stop it. I suppose Collateral Damage and Momentous Fall help there, but the latter is pricey (mana-wise) and might not work.
You may want more creature tutors or Enlightened Tutor IF you want the Polyraptor stuff to be a major strategy. If it's just something fun in the deck to stumble upon then more power to ya. If you do consider it a core tactic then perhaps adding Purphoros, God of the Forge and/or Impact Tremors to go with your Warstorm Surge would make it more reliable and prevent the game drawing with Marauding Raptor. Might not be worth the slots though. Gishath stompy works fine as-is!
You have a lot of great utility cards, but you may be a bit heavy on them. If you're looking to free up slots perhaps look there. I wouldn't drop any creatures in a Gishath deck. You have a very solid amount of card draw and card advantage, which is actually kind of impressive for a beginner deckbuilder! Good job!
Personally, I would cut Coat of Arms and Door of Destinies. You're not going wide enough to make them as impactful as they can be. A bit win-more, as opposed to an actual win-condition. Incremental Growth is solid but one of your weaker cards. Priest of the Wakening Sun is a bit on the weaker side too. I don't hate it, but if you're looking for another cut you could do worse.
All in all you've got a great thing going. Gishath is fun on a bun. Play some games and note which cards get stuck in your hand.
1 month ago
Love the list. A few things to consider.
First of all you have a mill strategy, make sure you have enough graveyard hate to handle graveyard decks.
Second, the expensive card I need to mention Bitterblossom
Ok, real feedback:
When I am turning my creatures sideways a lot I like Dolmen Gate
Since you are tribal, Cover of Darkness, Door of Destinies and Vanquisher's Banner might be nice inclusions. You a few tribal pieces, but I wonder if cost reduction is more important than other synergies.
Whirler Rogue and Sure-Footed Infiltrator seem like they might be weaker than the other rogues in this deck. They might be okay, but my feeling is they might be the rogues you cut. May I suggest: Dunerider Outlaw is a lot better than you might think. Ghostly Pilferer seems commander friendly. Also a not so budget friendly True-Name Nemesis, but money is a thing.