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The gates.. are open!

Casual Enchantment Tap/Untap

Burhangnom


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Maybeboard

Creature (1)

Sorcery (1)


This is a deck designed to win through the power of gates. The gate-mechanic, which is the decks primary win-condition, is based on Maze's End; whenever you control 10 or more gates with different names, you basicly win the game, and with the inclusion of new - and frankly stupidly strong gates - with Baldur's Gate, you're going to have an breeze getting 10 different gates out.

The most notable gates in the deck are Baldur's Gate and Basilisk Gate. Baldur's Gate ensures that you have mana for all your shinanigans, and Basilisk Gate alongside either Gatebreaker Ram or Gate Colossus makes for an evil in-your-face wombo-combo.

The deck is an enchantment deck at it's core with powerfull oneliners such as No Mercy, Humility and Leyline of Sancity while working around the gates with Exploration and Hold the Gates for a fast and near imbreakable defense. Adding on to the defense is Sphere of Safety, which is going to work like Ghost Prison, but stronger since you will have the board flooded with enchantments.

Looking into creatures, you have some very very strong options in Gatebreaker Ram and Gate Colossus, which - with 20 gates in the deck - can become very annoying to deal with. Courser of Kruphix works wonders alongsinde Exploration and adds another enchantment, and Herald of the Pantheon is there to ensure a bit of lifegain and MUCH needed mana reduction to the wall of enchantments. Adding in Mayael's Aria, you get a fun +1/+1 buff each turn, and an equally fun win-condition where you win the game if you have a creature with 20+ power (which is doable with Gatebreaker Ram and a few rounds of Maya-buffs!)

Now, the biggest problem when playing a gate-deck? you're almost always behind on mana early on, since every land comes into play tapped... well - no more! Amulet of Vigor secures that for us, and makes the deck suddently very viable even against fast-paced goblin tribal decks (... yeah okay, let's not get ahead of ourself...) But you get it - it's a good deal.

And.. if you really feel like loosing all your friends, you can enter the "no-man-can-play-anything-land" with Curse of Exhaustion and Possibility Storm - they basicly ensures that your opponnent can't play spells, and you can leisurely just get 10 gates on the board and win the game while sippin' your fav' drink - but remember - at your own risk, since you wont have any friends afterwards!

It's a ton of fun and a somewhat different playstyle then most decks! Hide behind enchantments while you become stronger and stronger as the gates open!

MAYBE: I've added Golos, Tireless Pilgrim to the maybe-one-day. This is still untested, but I think his 7 mana 3-card splash might be fun - but there's not alot of really big-cost things with Gate Colossus costing 3 mana at the time you can have Golos on the board, and with 4x Herald of the Pantheon in the deck, enchantments - even Sphere, should be rather cheap aswell - so if you like it, go for it, if not - leave it out.

Now, Time Walk might be really intresting! With Exploration down and maybe even Guild Summit, you could get alot done in 2 turns! You can use Maze's End to get 2 garanteed land cards down and you draw 2x cards duo to Summit. Then, you can besides that get another 2+ gates down with exploration and draw 2x cards again. That's potentially 4+ new gates before your opponnent gets to do anything; and with only 10 to win - imagine what you could do with 2-3 Time Walks! But.. you would have to work around it and maybe go down on enchantments or pantheons, but if you like the idea of forcing the Maze-end closure, then by all means go for it!

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Date added 9 years
Last updated 2 years
Legality

This deck is Casual legal.

Rarity (main - side)

5 - 0 Mythic Rares

19 - 2 Rares

15 - 2 Uncommons

21 - 0 Commons

Cards 60
Avg. CMC 2.89
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