Mulligan
In a way, this deck pilots like a Tron deck where early game is all about the setup to get to an obscene amount of mana. Therefore mulligan decisions should be based around that. Mulligan strategy is generally for BO1 play where I am assuming that mono red or aggro is very common. I generally want to see at least 2 lands with supporting colors for
Gates Ablaze
/
Growth Spiral
. Having
Growth Spiral
in the opening hand can lead to some explosive turns. Having
Plaza of Harmony
in the opening hand or early turns is a bonus for buying me another turn against burn.
Gatebreaker Ram
is amazing in aggro matchups and can also stifle early mono-red aggression.
Sequencing
The effectiveness of the deck depends heavily on sequencing and punishes significantly if the sequence of play is wrong. This is because this deck doesn't really take off till turn 6 and has to try to survive and stabilize for the first 5 turns before turning the game around. Knowing the meta well is key to increasing the win rate as it will help a lot with sequencing the right plays.
Card Choices
The GRN & RNA set introduces a bunch of amazing cards for guildgates support which makes this archetype viable for competitive play. The main glue of the deck is
Growth Spiral
which essentially removes the downside of playing CIPT lands. I'm also testing out a playset of
Shimmer of Possibility
to increase the reliability and consistency of finding the right lands or cards for the situation. I've included 6 sources of boardwipes in this deck to ensure that I will draw it early game. There's more in the sideboard if I were to pilot it in BO3. There's 7 sources of card draw which ensures that I will have superior card advantage over my opponent at any given time. The 1-of inclusion of
Banefire
acts as a late game uncounterable finisher especially in a stalled boardstate.
Gate Colossus
is insane against control due to its recurability.