Gate control is a gate tribal deck with heavy control leanings. It focuses on playing mass amounts of gates and ramp in order to increase the effectiveness of the gate tribal cards. The core build of the typical, and cheapest, deck looks like this:
Gatebreaker Ram/Gate Collosus: these are the main win cons and beaters of the deck. They can just as well defend as attack, especially the Ram. The Collosus also works with Guild Summit to return to your hand from the grave any time a Gate enters play on your side.
Gates Ablaze/Archway Angel: both help deal with aggressive strategies. The angel can often gain 10± life and ablaze should deal with any threats, even the Collosus at times. Note that ablaze will never kill the ram.
Growth Spiral/Circuitous Route: these help to strengthen all your gate cards and to allow big plays with any payoff cards you decide to play. They synergize well with guild summit and help make up for the turn you stay behind by playing tap lands.
Guild Summit: this is the main payoff card in the deck, enabling only a spare amount of interaction to come very close at hand.
The land base is in high variance right now. Some decks play up to 20 gates while others play only 16 or less. It all depends on what you feel is right and how reliable you want your late game draw engine to be.
That said, up to this point the deck only costs around 20 or so dollars and includes only 4 rates. From here we will talk a bit about the other 8ish slots to fill in.
Typically what the results has shown is that it is some mixture of draw and removal. 2 or 3 copies of Hydroid Krasis or Expansion // Explosion seem important as an alternative in case you don't draw Guild Summit. For removal we have cards like Deafening Clarion and Lava Coil, one dealing with aggro and the other dealing with some of the more pesky cards in standard. Cards like Vivien Reid and Mass Manipulation help fill in as removal and "draw" against a bunch of pesky noncreature permanents.
Anyways, I just wanted to start some discussion about this deck as I don't think the majority of its showings mirror what the final build may look like. I know there is a Reclamation version of the deck but I will leave that to a separate thread.
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4 Gatebreaker Ram
2 Archway Angel
4 Growth Spiral
4 Circuitous Route
4 Gates Ablaze
4 Gruul Guildgate
4 Izzet Guildgate
4 Simic Guildgate
1 Azorius Guildgate
1 Selesnya Guildgate
4 Plaza of Harmony
1 Forest
1 Island
Now let's take a look at each part of this build:
Gatebreaker Ram/Gate Collosus: these are the main win cons and beaters of the deck. They can just as well defend as attack, especially the Ram. The Collosus also works with Guild Summit to return to your hand from the grave any time a Gate enters play on your side.
Gates Ablaze/Archway Angel: both help deal with aggressive strategies. The angel can often gain 10± life and ablaze should deal with any threats, even the Collosus at times. Note that ablaze will never kill the ram.
Growth Spiral/Circuitous Route: these help to strengthen all your gate cards and to allow big plays with any payoff cards you decide to play. They synergize well with guild summit and help make up for the turn you stay behind by playing tap lands.
Guild Summit: this is the main payoff card in the deck, enabling only a spare amount of interaction to come very close at hand.
The land base is in high variance right now. Some decks play up to 20 gates while others play only 16 or less. It all depends on what you feel is right and how reliable you want your late game draw engine to be.
That said, up to this point the deck only costs around 20 or so dollars and includes only 4 rates. From here we will talk a bit about the other 8ish slots to fill in.
Typically what the results has shown is that it is some mixture of draw and removal. 2 or 3 copies of Hydroid Krasis or Expansion // Explosion seem important as an alternative in case you don't draw Guild Summit. For removal we have cards like Deafening Clarion and Lava Coil, one dealing with aggro and the other dealing with some of the more pesky cards in standard. Cards like Vivien Reid and Mass Manipulation help fill in as removal and "draw" against a bunch of pesky noncreature permanents.
Anyways, I just wanted to start some discussion about this deck as I don't think the majority of its showings mirror what the final build may look like. I know there is a Reclamation version of the deck but I will leave that to a separate thread.