Open the Gates
Search our library for a basic land card or Gate card, reveal it, put it into your hand, then shuffle your library.
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|Commander / EDH||Legal|
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Open the Gates Discussion
3 months ago
9 months 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 months 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.
11 months ago
Looking to try out some spice.
-1 Lightning Bolt to sb
-1 Flame Slash
11 months ago
1 year ago
You have a cool flavorful concept with Vorel of the Hull Clade . If I may suggest a great resource for starting out in commander, the Command Zone has a great video for this: https://www.youtube.com/watch?v=yJ6m_3J1hjI
The general ratios they suggest like 10 ramp, 10 card draw, 5 single target removal etc are pretty good to go by in EDH.
Looking at your decklist, you may want to lean more into green's natural strength of land-based ramp as opposed to artifacts like Simic Cluestone or Manalith . Cards like Rampant Growth , Farseek , and Cultivate are format staples as they are some of the most efficient ways of ramping/fixing mana, and your mana dorks like ( Llanowar Elves are susceptible to a creature wrath/board-wipe like Wrath of God . As well, if you are looking to synergize with Vorel of the Hull Clade , cards like Pyramid of the Pantheon or Astral Cornucopia fulfill dual purpose of matching the theme and ramping out your big hydras.
For card draw, your list seems to be a little on the light side, however luckily since you are in blue, you have the best options available to you. Going along with the +1/+1 counter theme with Hydras, a card like Tezzeret's Gambit may serve you well by both drawing cards and enhancing the creatures you have on board. Since your list includes so many big creatures, a card like Rishkar's Expertise or Soul's Majesty will be overperformers, drawing you 5 cards or more at a time.
You do have a healthy number of Mana dorks, but even still your curve is a little on the high-side, as most of your hydras will actually be cast for 5+ mana. I would bring up your land count to 37 or 38, and some great lands that could fill those slots are Hinterland Harbor , Yavimaya Coast , Oran-Rief, the Vastwood , and Blast Zone . If you have the budget for it, Breeding Pool is always nice, and can be fetched with Farseek directly into play.
With regards to cards to cut to make room for these, The Chain Veil is one of the first I question being on the list. It is fairly overpriced and doesn't interact with your hydra theme. A card like Open the Gates is the perfect card to replace with Rampant Growth or Farseek as in EDH, a land directly to the battlefield will be better at most parts of the game.
Overall, I'm not sure what your meta is like with regard to competetiveness or what your background in Magic is like, but I think the suggestions above will enhance your list. Definitely do your research and I'm sure you will find cards that are better than the ones i've suggested.
I hope I didn't come off as overly-critical as that wasn't my intent. Welcome to the format! And happy brewing!
1 year ago
I would love to trim down the land to open up more cards. One thing I've noted in play though is sometimes I won't don't enough mana by the time I can realistically/effectively drop my CMC 7+ cards. With Domri, Chaos Bringer that would help with the extra mana from his +1, but if I was already struggling to get my CMC 7+ cards on the field before removing land I feel it would be even harder after. Maybe the solution though is just to drop both End-Raze Forerunners and maybe Wrecking Beast (but I like my foil cards haha) and put in lower CMC creatures (5/6).
On that same note if I drop more land but keep the gates, Open the Gates might be a good add. It still uses up a green mana, but makes sure I'll be able to find gates for mana flexibility or a normal land that I need more of (if I get a forest flood but mountain drought for example).
1 year 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.
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.
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
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 ;)