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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.
GoblinElectromancer on Cards We'll miss this rotation …
3 years ago
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?
Prometheusthewiz on We're all friends right?
3 years ago
Updated update list
Gahiji, Honored One for Gatecreeper Vine
Grand Arbiter Augustin IV for District Guide
Stuffy Doll for Circuitous Route
Nature's Lore for Expedition Map
Grafdigger's Cage for Amulet of Vigor
Forced Fruition for Gates Ablaze
Narset, Parter of Veils for Guild Summit
Damping Matrix for Gatebreaker Ram
Teferi's Puzzle Box for Scapeshift
Possessed Portal for Seedborn Muse
Silent Sentinel for Ethersworn Canonist
Undying Flames for Wilderness Reclamation
Starfield of Nyx for Dovin's Veto
Prometheusthewiz on We're all friends right?
3 years ago
Gahiji, Honored One for Gatecreeper Vine
Grand Arbiter Augustin IV for District Guide
Skyshroud Claim for Circuitous Route
Nature's Lore for Expedition Map
Grafdigger's Cage for Amulet of Vigor
Notion Thief for Gatebreaker Ram
Forced Fruition for Gates Ablaze
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 ;)