Gatebreaker Ram

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Gatebreaker Ram

Creature — Sheep

Gatebreaker Ram gets +1/+1 for each Gate you control.

As long as you control two or more Gates, Gatebreaker Ram has vigilance and trample.

austintayshus on Jace's Gates Historic

3 years ago

Thanks jonno.scott for the suggestion.

Gatebreaker Ram would be a much more reliable finisher for this deck, but i'd like to keep the jank in this deck strong. Gates is jank to begin with and I'd like to honor those roots lol.

jonno.scott on Jace's Gates Historic

3 years ago

Gatebreaker Ram seems almost to be as good as Tarmogoyf in a deck like this -- make space for a copy or two?

Viera on Sisay, Shrines and Gates Captain

3 years ago

There is never a day where I get tired of racing towards the Maze's End. How I love to see people (myself include, keep it fair) jaw drop once an opponents assembles all ten guildgates, winning on the spot. Even on crucial dilemmas where that one Maze player just needs find one more off the top and find it! Gut-wrenching, intense, fun!

Pardoning my blabber, I cannot offer much thought since you went more on a lockdown plan to ensure absolute clearance, early removal, counterspells, boards wipes. Gates Ablaze in replacement of Blasphemous Act? Gatebreaker Ram just to be cute. Other than that, polished deck. Good job.

ehchris on Maze’s End

4 years ago

Thanks for the suggestions. I'm going to try swapping Beanstalk Giant with Gatebreaker Ram since it seems to play the same role and can get out sooner.

ShadowAblaze on Niv-Mizzet Reborn (into poverty)

4 years ago

Haha, thanks for tagging me here. I think land base shouldn't stop you and I believe you can find your way into a solid mana base here.

Danielisaias is certainly right is the idea that guild gates may be a good approach but there are certainly many ways to get the mana base right. IF you want to go the guildgate path, here is the cards you want for that build.

Guildgate Build

Lands Now I am not entirely sure, but I believe that around 10 gates is the best way to build this. Since our ramp and mana fixing is primarily green, we will include 1-2 copies of all gates that include green. Then add 0-1 of the other gates as relevant. IF you were to run all of the following ramp, you will most definitely not need more than one copies of most gates. In addition Gateway Plaza is a great gate that effectively taps an additional land when it enters. You can probably run 4x Evolving Wilds and put in mostly forests and 1-2 of each of the other basics if you want.

Land Fixing

Open the Gates - A land of your choice that you can play the next turn. Like a wildcard land

District Guide - Will build a board presence and get you a extra land of choice

Circuitous Route - Terrific ramp straight onto the battlefield and includes gates

Support creatures and spells

Gatebreaker Ram - Powerful when 2+ gates are in play

Gateway Sneak - Ok card draw, guaranteed when gates are played

Gates Ablaze - Great for board stalling. Should never kill Gatebreaker Ram

Guild Summit - Great way to refill hand late game and good set up in the early game

If THAT wasn't enough, here's more!

If you don't want to build a gate deck, you are already almost there. All the "land fixing" cards from the gate build are still relevant here but not as good without the synergy.

Mana Geode - This is a simple card, effective for ramp into any color and scry can fix your draw.

Beanstalk Giant - Not only is he mana fixing/ramp but he is also a giant threat!

Deathsprout - Harder to build in, but is a awesome combination of removal and ramp!

Whisper Agent - in this deck would simply be a pseudo-removal while draw fixing

Faeburrow Elder - I haven't played with him before so I don't know how good he is. Seeing as he can only ramp you mana you already have access to he is hard to judge. However, know that cards like Whisper Agent or Sphinx of the Guildpact will give Faeburrow Elder substantial bonuses.

… I think I went overkill with suggestions. Sorry ;)

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