Open the Gates

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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
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Open the Gates

Sorcery

Search our library for a basic land card or Gate card, reveal it, put it into your hand, then shuffle your library.

JAEK on Shrine on you crazy diamond

1 year ago

Thank you for your comment and suggestions mtgplayer903, I've got an explanation for a few of my choices here:

  1. Birds of Paradise over Ornithopter of Paradise is purely a preference of mine. I adore BoP and it finds its way into all multi-colour decks that I make. OoP is a great choice too and budget friendly, but I went with the birds this time round.
  2. Eternal Witness is just a much better card than Skullwinder if I don't have to give my opponent the recursion but can get it myself with E-Wit then it's a no brainer for me personally.
  3. Riftsweeper is in the deck to retrieve Maze's End for me. I have had people blow up Maze's End a few times on me and then Bojuka Bog my graveyard, so I needed a way to make sure I could get it back from exile. Admittedly, Rift does need some support from tutors to make it properly effective at this.
  4. Nature's Claim vs Assassin's Trophy is a great suggestion. I'm not sure I have an A'sT to hand, but I will check and update that.
  5. Vindicate is in over Beast Within because I already run Generous Gift and I find that I don't really like giving my opponents a 3/3 beater to come back at me with. The sorc speed hasn't really bothered me yet, but maybe BW will come back eventually after more playtesting.
  6. Explore is dirt cheap and Exploration is a little pricey. I know it just got a reprint and I am hoping to get one soon, once I do it will be back in the list. I do use Exploration on MTGO though.
  7. Tolaria West is a great tutor for Maze's End, Maze of Ith and Reliquary Tower depending on what I need from it. I find that a card like Ash Barrens is nice, but I don't think it's quite right for my list as it stands.
  8. Gatecreeper Vine is out of the list now and Open the Gates is just a neat lil gate tutor so it'll stay in as the Gates theme is key to what I like about this deck.

eliakimras on B.F.D.

1 year ago

Glancing through your cards, your deck's problem might be because you're building it based on best-case scenario, with tons of clones and blink synergies. (In my playgroup, Miirym always gets removed before her untap step, so the Miirym player does not rely on her sticking to the board.)

I'll suggest some upgrades for your deck based on making it more consistent and less dependant on Miirym:

1st. Ramp

Explosive turns with lots of cost reducers sound nice... if people don't blow up your dorks before you get any value from them.

2nd. You need more lands (36 lands + 13 ramp cards is a good starting point)

3rd. Better counterspells

4th. Better removal

5th. Better boardwipes

6th. More card draw

7th. Better win conditions

wallisface on Dinosaur Kings

2 years ago

Some suggestions:

  • Always try to get your deck down to 60 cards. While 64 might not seem much over, it's still weakening your deck.

  • Modern decks without a LOT of dedicated ramp typically can't justify running more than 3-4 cards costing 4-mana, and run nothing above this amount. You've got a whopping 19 cards costing 4-or-more mana, which is faar too much, and will lead to some really slow/clumsy hands/turns. I don't think the small amount of ramp that you are running justifies the very steep mana curve you have - in particular you have no real chance of casting any of those 7+ mana cards before the game is already decided. I would suggest lowering the mana-curve a TON, or finding a whole lot more ways to ramp quickly. Keep in mind that stuff like Open the Gates doesn't count as useful ramp, because it's not really accelerating how quickly you can get mana on-board.

  • I don't see the point in stuff like Looming Altisaur, because you just have soo-few ways to make it useful, and there are just better dinosaurs you could be running in its place. It feels like a lot of hoops to jump through for minimal gain.

  • Modern decks typically need some form of interaction to mess with the opponent. Just letting your opponent do what they want is almost always a recipe for disaster.

  • Lands that come into play tapped are terrible. I'd suggest that you'd be better-off playing all-basics over playing taplands at all - the small mana inconsistency in an all-basics deck will still be faar stronger than the tempo issues taplands create. You'd be better-off just running 2 colours also, especially because you only seem to have red for a card that has a prohibitively-high mana cost.

Unlife on Land Search?

2 years ago

Explore the Underdark, Circuitous Route, District Guide, Open the Gates, Gatecreeper Vine all tutor specifically for gates. I'd also recommend an Amulet of Vigor if you can afford it.

Kaiser_Silver7 on

4 years ago

Hi! I saw the deck, and it seems very funny!, but i think that you could include other cards that in my opinion is good with the deck. I guess that you didn't put shocklands or more Unclaimed Territory because it increase the cost of the deck, but its necessary have x4 Unclaimed Territory in a tribal deck and Temple Garden. With this lands, you don't have to worry about the mana, so i take off Open the Gates.Shefet Dunes can be a great card in this deck too.

I think that is better put Sundering Growth in sideboard, to avoid have useless cards in some matchs. Maybe you could replace Watchers of the Dead for Bronzehide Lion, because is more aggresive and it resists wraths. In this deck, could be usefull : Always Watching, Unbreakable Formation or Ajani, the Greathearted. And is essential to have in a creature deck Heroic Intervention in main or side. Also i change Encircling Fissure for Collected Company, is more usefull in this deck, you have already many cards against aggro, i dont see necessary.

9-lives on Claw Pact **Primer**

4 years ago

If you can't afford Fabled Passage real money wise, I would recommend Open the Gates. Sure, it doesn't allow you to place it on the battlefield, but if you're having a hard time drawing land cards you want, especially early in the game, you can definitely use this. I'm a noob though, so there might be better options than the one I came up with.

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