Wargate

Wargate

Sorcery

Search your library for a permanent card with converted mana cost X or less, put it onto the battlefield, then shuffle your library.

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Legality

Format Legality
Legacy Legal
1v1 Commander Legal
Commander / EDH Legal
Duel Commander Legal
Highlander Legal
Casual Legal
Limited Legal
Leviathan Legal
Vintage Legal
Modern Legal
Custom Legal
Canadian Highlander Legal
Block Constructed Legal
Tiny Leaders Legal
Unformat Legal
2019-10-04 Legal
Oathbreaker Legal

Wargate occurrence in decks from the last year

Latest Decks as Commander

Wargate Discussion

Red_X on It's Dangerous to go Alone . . .

1 month ago

A couple of things I'd consider. 1) I'm not sure Wargate, Authority of the Consuls, and Neutralize are the best options for your deck. You don't have any real use for the lifegain or the tapped effect beside stopping blockers. Some normal removal like Path to Exile is probably a better option. Wargate also isn't going to be super useful, since you're only running 23 lands and 4 heirarchs, plus you don't really have silver bullets to tutor. An actual threat like Mirran Crusader or Voice of Resurgence will probably get better mileage, although Chord of Calling is a stronger and cheaper tutor, as long as you just need creatures. Replacing some of the non-creature spells like Detention Sphere with options like Deputy of Detention might make that easier. Neutralize also doesn't really fit with your deck because you're trying to deploy a threat every turn. There's very few times you're going to be able to keep up 3 mana where deploying a threat isn't just better. 2) Fetch lands and shock lands will help you cast your spells on time. You've got and mana costs where half your lands are basics, which is going to be difficult. That being said, if it's a budget concern I get it, in which case your mana base seems to be pretty good. I like the deck.

multimedia on Landfall go brrrrrrrrrr (Omnath Locus of Creation)

2 months ago

Hey, good casual budget version of Omnath. Nice Scroll Rack :)

You could expand on landfall with several other good landfall cards:

Omnath does everything except repeatable draw and that's an area to consider improving on. Tutors can sometimes be better than repeatable draw because with a tutor you get the card right away.

  • Fierce Empath: tutor for any 6 CMC or higher creature, he can get any one of your win condition creatures.
  • Neoform
  • Wargate: tutor for any permanent and put it onto the battlefield, can get an enchantment which is helpful.
  • Crop Rotation: sac a Forest to tutor for Command Tower or a Triome to help with color fixing.

Having recursion is helpful in multiplayer Commander because your creatures are going to die and your other cards are going be destroyed.

  • Eternal Witness: recur any card in your graveyard.
  • Seasons Past: can recur a land as the zero CMC card, good with Valakut Exploration as a way to recur cards put into your graveyard.
  • Bala Ged Recovery  Flip: recur any card in your graveyard.

Cards that only give a pump to one creature from landfall are subpar because the pump goes away at the end of the turn and you want to give more value out of landfall. Inspired's mana cost is too difficult to make with this manabase especially . The draw 5 is nice, but not for seven mana. Phylath is a budget Avenger of Zendikar, but you have Avenger therefore you don't need to also play Phylath.

Some cards to consider cutting:

  • Kazandu Mammoth
  • Brushfire Elemental
  • Skyclave Geopede
  • Skyclave Pick-Axe
  • Pacifism
  • Fire Prophecy
  • Inspired Ultimatum
  • Canyon Jerboa
  • Struggle / Survive
  • Reshape the Earth
  • Phylath, World Sculptor
  • Nissa, Genesis Mage

If interested I offer more advice in another comment. Good luck with your deck.

NinjaKitty778 on Fight With The Power Of Ten (Exalted)

4 months ago

Hello! Thanks for the comment on my deck! I'll see what I can do.

Ok so I see a lot in the way of aggro and not a lot of answers to problems. Don't get me wrong, dedicated aggro decks can be devastating; but they need to be quick and those cards are almost exclusively in red. This deck looks like it kicks off around turn 3-5 so we want to be able to do stuff in the early game. Bant is a color scheme that lends itself well to defensive tactics rather than harming opponents; this can take the form of protection, buffing creatures, or stalling until our game-plan can get off the ground. Now at the end of the day that game-plan is still "turn creatures sideways", so we want to make sure that the creatures we select are aggressive; but, the control colors in our deck (white and blue) can provide us with a fair amount of answers to problems that we can use both early and mid game to ensure our victory.

So what we want from the deck is:

1) Board Control/Stall Tactics 2) Protection 3) Card Advantage 4) Aggressive creatures

Often times these categories can overlap. For example: a creature with hexproof. That fills the "aggressive creature" and "protection" categories so that means we're getting more value out of just that one card, which is what we want. Variety is both the spice of life and the answer to our deck-building conundrum. So we want to make sure that our card selection is refined. So lets break each category down.

Board Control/Stall Tactics

I love the options Bant gives us for board control. Green has a lot of artifact/enchantment removal, white has a lot of good spot removal in the form of "exile" which gets around that pesky indestructible ability, and blue often bounces things off the board or counters things. So what options are best? Honestly, its up to you. But remember that the more options that a card gives you the more value you get out of it. Here are a couple of my favorite board control cards in Bant:

Authority of the Consuls Bant Charm Cryptic Command Detention Sphere Disallow Dromoka's Command Exclude Krosan Grip Path to Exile Qasali Pridemage Remand Spell Pierce Unravel the Aether

That should give you enough options to play with and see which ones you like best.

Protection

Protection spells are many and can come in many different forms, but ultimately it comes down to making sure our permanents stay permanent. For us this is most likely gonna be about protecting our creatures. Some of my favorite protection spells in Bant are:

Fog Gods Willing Grand Abolisher Heroic Intervention Mark of Asylum Shalai, Voice of Plenty Simic Charm

The longer our creature(s) stay on the field the more likely we are to win.

Card Advantage

This can either mean card draw, digging through our library, or just straight up tutoring. Some good options are:

Ardent Plea Brain storm Curiosity Eladamri's Call Gaea's Blessing Impulse Serum Visions Wargate

By giving ourselves card advantage, we can find solutions to problems a lot faster.

Aggressive Creatures

And finally we get to the bread and butter of the deck, the creatures. Now the mechanic we're working with is the Exalted mechanic, which states that if the player attacks with exactly one creature, then each card with Exalted (including the attacker) will grant that lone attacker +1/+1. This aggro tactic minimizes casualties in battle but doesn't reduce the armies strength during the attack phase. So the more instances of exalted we have the more powerful our lone attacker is. Here are some cards worth looking at into for this combat style:

Finest Hour Invisible Stalker Knight of Glory Noble Hierarch Rafiq of the Many Sublime Archangel

With these creatures at our disposal, opponents will often find it hard to outgrow our aggressive playstyle.

Now keep in mind that the exalted mechanic itself is very aggressive and simultaneously acts as the "buff" aspect of our defensive tactics that mentioned near the top. So we need little in the way actual buffing spells like Giant Growth; that leaves much more room open for including a lot more control and card advantage spells. Ultimately what you pick is up to you but try using the cards I've listed above as the basis of your card selection and go from there. Cross reference which cards fall into multiple categories for the best options possible. I don't want to just straight up give you a decklist, I want you to choose the cards yourself and make a deck that's entirely your own. I hope my longwinded advice helped LOL happy deck building.

multimedia on Omnath, Locus of Creation

4 months ago

Hey, nice version.

Consider cutting a few of the least good creatures/cards for some tutors within the budget to get the better cards?

Good luck with your deck.

multimedia on Omnath, Locus of Tokens

4 months ago

Hey, with such a high budget consider cutting a few of the least good cards for some tutors to search for the better creatures/cards?

For landfall Harrow and Roiling Regrowth are both better than Cultivate and Kodama's Reach since they put two basic lands onto the battlefield at once. Even at instant speed to trigger Omnath twice on an opponent's turn.

I'm a little confused by the manabase. You have many great Fetch lands, but no Shock lands to search for with Fetches? That's the power of Fetch lands is they can search for dual lands that are two or more different land types. You pay 2 life to have a Shock land ETB untapped and that's nothing when you can gain 4 life each turn with landfall from Omnath.

Good luck with your deck.

unwucht on Omnath, A Song of Creation and Chaos

4 months ago

For further consideration: I would only include Wargate if you keep running into situations where you have tons of available mana but no cards to make use of it.

unwucht on Omnath, A Song of Creation and Chaos

4 months ago

Hm... I personally like Wargate, it might be a good card in a situation where you have a lot of mana but nothing good on your hand to fuel it into. But what would you cut for it?

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