Won Standard Showdown today playing my list from post 12. There were 16 players.
R1 vs Jeskai Control 1-0
R2 vs Izzet Drakes 2-1
R3 vs Sultai 2-0
R4 vs Boros Weenie ID
I gotta say I was surprised to beat the absolute top decks of the format, especially control and Drakes. Got a foil Seraph of the Scales and Mezmerizing Benthid from the prizes
This is what I've been running. It's been fun times. Those people saying to mix the nexus deck with this...there's absolutely no reason to run nexus in this list, it's really nothing but an extra draw. It's not a lock, not a planeswalker ticking up, nothing. But that don't mean you can't completely wreck the day with a combo-esque finish with Wilderness Reclamation into Explosion.
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Used to be on here as Draconek, since the Twitch takeover...who knows...
MTGO: Draconek
Standard: URW Control UB Control
Modern: BRG Living End GR Aggro GW Value
Legacy:
Currently not playing
My own take on guildgates. I was playing a lot of the common gate themes, with gatebreaker rams and gate colossus. I noticed real quick that without a way to mitigate early game aggro, you lose instantly. So I threw some counters in there, and quickly realize, that with the amount of card draw from guild summit you really have a great set up for control.
Wilderness Reclamation and Teferi are there for the same purpose. Get some lands uptapped for counters. Teferi doubles as enchantment removal.
gates ablaze functions as a replacement for [[kaya's wrath]] or any other board wipe, though something like that might actually work in this deck.
clear the mind I have included because With guild summit and explosion you can easily deck yourself, and I've done it multiple times.
Your main win condition is going to be the banefire's combined with the explosion, so you are cycling through the deck to get these cards and as many lands as you can.
So far, the main drawback has been lack of good starting hand (no growth spirals/guild summits/circuitous), and off colors (red/white and no blue/green combo).
So far, this is the best version of gates that i've tried yet. Gates has a lot of weaknesses. And if youre doing well with the normal deck, its 100% because you are getting lucky draws with growth spiral turn 2, and guild summit turn 3. Maybe im just unlucky, but i get that maybe 1/10 games.
Luck is always a factor, but so is deck composition. If your plan is to ramp into huge X spells you will of course be weaker to aggro decks and rely heavily on the Angel (a 6cc spell). Thats why I've personally chosen to stay away from the big spells and hence I've been getting good results against aggro. I run a lot of incidental lifegain which helps me stay alive against them.
Mix that with sweepers and its not so hard to get into the late game where we rock with huge Rams, free colossuss' and/or Multani or the recursive Chamber Sentry which combined make for a control deck's nightmare.
This is why in my build there's 4 Revitalize, 3 Plaza of Harmony and 4 Hydroid Krasis. Burn / Aggro matches can be rough at times, those really smooth things out. I think I've only won off of a large Krasis once, they usually eat removal against non-red decks, they are specifically for the psuedo revelation effect that potentially leaves behind a blocker.
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Used to be on here as Draconek, since the Twitch takeover...who knows...
MTGO: Draconek
Standard: URW Control UB Control
Modern: BRG Living End GR Aggro GW Value
Legacy:
Currently not playing
Luck is always a factor, but so is deck composition. If your plan is to ramp into huge X spells you will of course be weaker to aggro decks and rely heavily on the Angel (a 6cc spell). Thats why I've personally chosen to stay away from the big spells and hence I've been getting good results against aggro. I run a lot of incidental lifegain which helps me stay alive against them.
Mix that with sweepers and its not so hard to get into the late game where we rock with huge Rams, free colossuss' and/or Multani or the recursive Chamber Sentry which combined make for a control deck's nightmare.
Chamber Sentry seems more useful after a second look. I lost last FNM because everyone was running anti-Nexus decks (note: no one was running Nexus that night) and employing a ****-ton of exile cards. Kept getting all my key cards exiled on game 1. Game 2, I would swap out my own exiles for my Banefires, but game 2 would go to time pushing me down in the ranks.
Nexus is a cancer on the format even when it doesn't make an appearance.
I ran chamber sentry...could never get it to work though. Can't use it early game because the format is so incredibly destroy heavy that youll never get to tap it, and you'll fall behind in lands because it slows you down. and late game, you are drawing so much cards that you will undoubtedly just get a deafening clarion or a gates ablaze.
The one card I do like though is wayward swordtooth. You can ramp up to 10 cards easily. Haven't really made it work, but I know it has a use.
Between gatebreaker, hydroid, and colossus, gate colossus is really the only creature card that sticks. Hydroid gets you a small amount of health...I'd rather use sanguine sacrament. Essentially its an instant archway angel...which is also pretty nice for this deck.
Why even rely on creatures to close out the game ?
Besides Ram which can attack and defend (and Colossus which can be useful) creatures are probably not the best option for the deck.
Why even rely on creatures to close out the game ?
Besides Ram which can attack and defend (and Colossus which can be useful) creatures are probably not the best option for the deck.
Because they can come down earlier, finish the game earlier, and most of them dont really die to most removal out there. Plus you don't even need to play them early, you can just play like a control deck, exhaust your opponents resources and then drop several win-conditions in one turn and just win...
On one of the matches from the last tournament I played, I dropped double Colossus + 1 Ram + Multani on the same turn... it was just game over at once.
Why even rely on creatures to close out the game ?
Besides Ram which can attack and defend (and Colossus which can be useful) creatures are probably not the best option for the deck.
Because they can come down earlier, finish the game earlier, and most of them dont really die to most removal out there. Plus you don't even need to play them early, you can just play like a control deck, exhaust your opponents resources and then drop several win-conditions in one turn and just win...
On one of the matches from the last tournament I played, I dropped double Colossus + 1 Ram + Multani on the same turn... it was just game over at once.
They all die to all removal...Rams die to everything ... Colossus dies to settle wreckage, vraska, seal away, essentially anything with exile (and there is a lot of that). Not to mention they all get counterspelled. And once you have no more creatures, you have nothing.
Banefire is the way to win with this deck...the only good way to win. There is just too many turbofog and strong spells in dimir that completely stop you. The only way to win in BO1 is to have counterspells and protection. (If youre running creatures, at least play with blink for bounce).
Kaya's Wrath and other board wipes should clean up big board drops like your colossus ram and multani. I mean, if people don't have answers to your win condition, you'll win. But most times, its not that hard to survive 3 big threats, at least as I've found it.
I love my spell version as well. Wilderness Reclamation is too strong a card to not take advantage of.
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Used to be on here as Draconek, since the Twitch takeover...who knows...
MTGO: Draconek
Standard: URW Control UB Control
Modern: BRG Living End GR Aggro GW Value
Legacy:
Currently not playing
Why even rely on creatures to close out the game ?
Besides Ram which can attack and defend (and Colossus which can be useful) creatures are probably not the best option for the deck.
Because they can come down earlier, finish the game earlier, and most of them dont really die to most removal out there. Plus you don't even need to play them early, you can just play like a control deck, exhaust your opponents resources and then drop several win-conditions in one turn and just win...
On one of the matches from the last tournament I played, I dropped double Colossus + 1 Ram + Multani on the same turn... it was just game over at once.
They all die to all removal...Rams die to everything ... Colossus dies to settle wreckage, vraska, seal away, essentially anything with exile (and there is a lot of that). Not to mention they all get counterspelled. And once you have no more creatures, you have nothing.
Banefire is the way to win with this deck...the only good way to win. There is just too many turbofog and strong spells in dimir that completely stop you. The only way to win in BO1 is to have counterspells and protection. (If youre running creatures, at least play with blink for bounce).
Kaya's Wrath and other board wipes should clean up big board drops like your colossus ram and multani. I mean, if people don't have answers to your win condition, you'll win. But most times, its not that hard to survive 3 big threats, at least as I've found it.
Yeah, no... Ram will not die to any burn spell if played late, and it won't die to shock / lightning strike / lava coil if played with just a few gates and it also can't get caught with Seal Away, it doesn't die to Deafening Clarion either. Sure it dies to Settle and Vraska, but how many copies of those cards are being played in performing decks right now? 1-2 at most (Vraska is almost nowhere to be found lately).
Sure creatures die but thats what recurring threats are for: Colossus, Multani and Chamber Sentry all come back and they exhaust your opponents resources really fast. I prefer that over a card that folds to any decent amount of lifegain (which we happen to have), and thats not to say Banefire is a bad card, cause its not, but I would not rely solely on that.
It might be the case that the metagame you're in has too much Nexus decks. In my meta there is only 1 of those and the guy is switching decks because of how boring that strategy is for everybody.
I run 4 copies of Thud on sides against Control, so I can throw my 15/15 goats and colossus on their face when they go removal/control sides on me. Thus I earned the title "Goat Launcher".
I run 4 copies of Thud on sides against Control, so I can throw my 15/15 goats and colossus on their face when they go removal/control sides on me. Thus I earned the title "Goat Launcher".
Yeah, I seriously considered it long with Rythm of the Wild to let me punch them in the face then throw the critter at their dome. I couldn't really find room for Rythm though.
I run 4 copies of Thud on sides against Control, so I can throw my 15/15 goats and colossus on their face when they go removal/control sides on me. Thus I earned the title "Goat Launcher".
Yeah, I seriously considered it long with Rythm of the Wild to let me punch them in the face then throw the critter at their dome. I couldn't really find room for Rythm though.
I play 2 copies of Rhythm and it's amazing (on MTG Arena). Other wincons may be better though.
I'm testing a Dark Gates deck on MTG Arena. I realized white was underperforming for me, so I took inspiration from Sultai and Grixis builds and made this:
Didn't do so well today, I had a feeling I should've played golgari but I went against it:
R1 vs Esper Midrange: 1-2
R2 vs Monoblack Aggro: 1-1
R3 vs Selesnya Tokens: 2-1
R4 vs Gates: 2-1
Esper does seem like a bad matchup, they discard your sweepers and create big wide boards that are also resistant to them. Plus they have a lot of answers in Mortify and Deputy of Detention.
Didn't do so well today, I had a feeling I should've played golgari but I went against it:
R1 vs Esper Midrange: 1-2
R2 vs Monoblack Aggro: 1-1
R3 vs Selesnya Tokens: 2-1
R4 vs Gates: 2-1
Esper does seem like a bad matchup, they discard your sweepers and create big wide boards that are algo resistant to them. Plus they have a lot of answers in Mortify and Deputy of Detention.
Gonna make a few adjustments...
I had a bad night too. Based on my game last week, I lilted the sideboard with a load of 1-of and 2-of counter and exile spells to combat Unmoored Ego. Banfire is crucial for this deck as it was extremely rare for my creatures to be anything more than a wall.
R1 vs a mystery Blue deck: 2-0 - I actually sideboarded out Colossus to fit more counter spells on round two. Both games, Banefire was the all star closely followed with board sweepers like Gates Ablaze.
R2 vs GW: 1-2 - Game 1 he was land hosed so I never saw more than Llanowar Elves. He used Field of Ruin. Big mistake. Game 2 and 3, I was land hosed.
R2 vs Jund: 0-2 - A net deck!! He admitted it!! Only difference is he mainboarded his sideboard. Meanwhile I had absolute land screw. I was stuck at four lands and ZERO counter spells in hand. Duress really hurt in both games. I was correct to sideboard for Cindervines but only managed to cast a single Ixalan's Binding and had to choose between Cinder, Vraska or Judith.
I knew land was going to be issue so I bumped my count up to 26 but miscalculated the specific ratio. I found I tended to have white cards in hand but no white sources or red in hand and no red sources. Bizarre. Pulling the deck apart, I see my mistake and intend to fix it by next week.
I plan to shift to 5-color to take advantage of Unmoored Ego.
I suspct the mystery blue deck I faced off against last Friday was Mono-Blue Tempo (MUT... heh...). I finally realized this when I looked over the deck list put up by Autumn Burchett. This whole time I thought they were some sort of faulty mermaid deck which I have faced off against more often.
I've only encountered this deck twice. Both by the same player on different FNM nights. I can't find my performance notes from two weeks ago but last week, it was the only deck I beat.
Has anybody else faced off against the deck yet? If I recall correctly, Gates Ablaze, Deafening Clarion and Banefire were all critical cards at keeping the deck at bay. I found that I really didn't want Deafening Clarion in nearly all my other matchups. The 3 damaged wasn't always enough and I never get to use the lifelink (seriously, I never get to use it).
Currently 66-48 with both this version and the Black splash version, 9-2 this morning .
I tuned it to beat the most popular decks on Arena BO1 (Monored, Monoblue and White Weenie/Boros) at the expense of the control matchups and the mirror.
I'd like to playtest an extra planeswalker or two for those matchpus, and maybe a second Krasis.
Here's my new list. I noticed ramping was not needed after all so I cut it all except for Spiral. Now I'm playing more real cards and the deck runs smoother.
R1 vs Jeskai Control 1-0
R2 vs Izzet Drakes 2-1
R3 vs Sultai 2-0
R4 vs Boros Weenie ID
I gotta say I was surprised to beat the absolute top decks of the format, especially control and Drakes. Got a foil Seraph of the Scales and Mezmerizing Benthid from the prizes
4 Hydroid Krasis
Spells:30
3 Expansion // Explosion
4 Growth Spiral
1 Lava Coil
4 Revitalize
4 Gates Ablaze
4 Guild Summit
4 Circuitous Route
4 Wilderness Reclamation
2 Precognitive Perception
2 Azorius Guildgate
1 Breeding Pool
4 Forest
4 Gruul Guildgate
1 Island
4 Izzet Guildgate
1 Mountain
3 Plaza of Harmony
2 Selesnya Guildgate
4 Simic Guildgate
2 Archway Angel
2 Banefire
2 Cindervines
4 Negate
2 Crushing Canopy
3 Star of Extinction
This is what I've been running. It's been fun times. Those people saying to mix the nexus deck with this...there's absolutely no reason to run nexus in this list, it's really nothing but an extra draw. It's not a lock, not a planeswalker ticking up, nothing. But that don't mean you can't completely wreck the day with a combo-esque finish with Wilderness Reclamation into Explosion.
MTGO: Draconek
Standard:
URW Control
UB Control
Modern:
BRG Living End
GR Aggro
GW Value
Legacy:
Currently not playing
Wilderness Reclamation and Teferi are there for the same purpose. Get some lands uptapped for counters. Teferi doubles as enchantment removal.
gates ablaze functions as a replacement for [[kaya's wrath]] or any other board wipe, though something like that might actually work in this deck.
clear the mind I have included because With guild summit and explosion you can easily deck yourself, and I've done it multiple times.
Your main win condition is going to be the banefire's combined with the explosion, so you are cycling through the deck to get these cards and as many lands as you can.
So far, the main drawback has been lack of good starting hand (no growth spirals/guild summits/circuitous), and off colors (red/white and no blue/green combo).
So far, this is the best version of gates that i've tried yet. Gates has a lot of weaknesses. And if youre doing well with the normal deck, its 100% because you are getting lucky draws with growth spiral turn 2, and guild summit turn 3. Maybe im just unlucky, but i get that maybe 1/10 games.
Would love to hear how you guys do with this.
// 6 Enchantment
4 Guild Summit
2 Wilderness Reclamation
// 13 Instant
2 Spell Pierce
2 Quench
4 Growth Spiral
3 Syncopate
2 Expansion // Explosion
3 Island
2 Forest
4 Izzet Guildgate
2 Azorius Guildgate
4 Gruul Guildgate
1 Boros Guildgate
4 Simic Guildgate
4 Plaza of Harmony
2 Teferi, Hero of Dominaria
// 15 Sorcery
1 Clear the Mind
4 Gates Ablaze
4 Circuitous Route
2 Banefire
2 Entrancing Melody
2 Mass Manipulation
-----
Mix that with sweepers and its not so hard to get into the late game where we rock with huge Rams, free colossuss' and/or Multani or the recursive Chamber Sentry which combined make for a control deck's nightmare.
MTGO: Draconek
Standard:
URW Control
UB Control
Modern:
BRG Living End
GR Aggro
GW Value
Legacy:
Currently not playing
Chamber Sentry seems more useful after a second look. I lost last FNM because everyone was running anti-Nexus decks (note: no one was running Nexus that night) and employing a ****-ton of exile cards. Kept getting all my key cards exiled on game 1. Game 2, I would swap out my own exiles for my Banefires, but game 2 would go to time pushing me down in the ranks.
Nexus is a cancer on the format even when it doesn't make an appearance.
The one card I do like though is wayward swordtooth. You can ramp up to 10 cards easily. Haven't really made it work, but I know it has a use.
Between gatebreaker, hydroid, and colossus, gate colossus is really the only creature card that sticks. Hydroid gets you a small amount of health...I'd rather use sanguine sacrament. Essentially its an instant archway angel...which is also pretty nice for this deck.
Besides Ram which can attack and defend (and Colossus which can be useful) creatures are probably not the best option for the deck.
Banefire, Expansion // Explosion or a kicked Fight with Fire can use the deck's mana to close out the game outside of combat.
3 Azorius Guildgate
1 Breeding Pool
4 Forest
4 Gruul Guildgate
1 Island
4 Izzet Guildgate
1 Mountain
4 Plaza of Harmony
1 Selesnya Guildgate
4 Simic Guildgate
3 Archway Angel
3 Gate Colossus
3 Gatebreaker Ram
4 Hydroid Krasis
Spells:
4 Circuitous Route
2 Expansion // Explosion
4 Gates Ablaze
4 Growth Spiral
4 Guild Summit
2 Mass Manipulation
1 Archway Angel
1 Banefire
2 Cindervines
2 Crushing Canopy
3 Deafening Clarion
1 Gate Colossus
1 Gatebreaker Ram
1 Mass Manipulation
3 Negate
This is the list i use.
Yesterday i played a tournament in my LGS. I finished it with 4:0.
Round 1 (Izzet Drakes): 2:1
Round 2: (WR Angels): 2:0
Round 3: (Mono red burn): 2:1
Round 4: (Monoblue tempo): 2:0
Because they can come down earlier, finish the game earlier, and most of them dont really die to most removal out there. Plus you don't even need to play them early, you can just play like a control deck, exhaust your opponents resources and then drop several win-conditions in one turn and just win...
On one of the matches from the last tournament I played, I dropped double Colossus + 1 Ram + Multani on the same turn... it was just game over at once.
They all die to all removal...Rams die to everything ... Colossus dies to settle wreckage, vraska, seal away, essentially anything with exile (and there is a lot of that). Not to mention they all get counterspelled. And once you have no more creatures, you have nothing.
Banefire is the way to win with this deck...the only good way to win. There is just too many turbofog and strong spells in dimir that completely stop you. The only way to win in BO1 is to have counterspells and protection. (If youre running creatures, at least play with blink for bounce).
Kaya's Wrath and other board wipes should clean up big board drops like your colossus ram and multani. I mean, if people don't have answers to your win condition, you'll win. But most times, its not that hard to survive 3 big threats, at least as I've found it.
MTGO: Draconek
Standard:
URW Control
UB Control
Modern:
BRG Living End
GR Aggro
GW Value
Legacy:
Currently not playing
Yeah, no... Ram will not die to any burn spell if played late, and it won't die to shock / lightning strike / lava coil if played with just a few gates and it also can't get caught with Seal Away, it doesn't die to Deafening Clarion either. Sure it dies to Settle and Vraska, but how many copies of those cards are being played in performing decks right now? 1-2 at most (Vraska is almost nowhere to be found lately).
Sure creatures die but thats what recurring threats are for: Colossus, Multani and Chamber Sentry all come back and they exhaust your opponents resources really fast. I prefer that over a card that folds to any decent amount of lifegain (which we happen to have), and thats not to say Banefire is a bad card, cause its not, but I would not rely solely on that.
It might be the case that the metagame you're in has too much Nexus decks. In my meta there is only 1 of those and the guy is switching decks because of how boring that strategy is for everybody.
Yeah, I seriously considered it long with Rythm of the Wild to let me punch them in the face then throw the critter at their dome. I couldn't really find room for Rythm though.
R1 vs Rakdos Aggro: 2-0
R2 vs Esper Midrange: 2-0
R3 vs Gruul Aggro: 2-0
R4 vs Gates: ID
I gotta say I've been lucky thus far
I play 2 copies of Rhythm and it's amazing (on MTG Arena). Other wincons may be better though.
3 Dimir Guildgate
4 Izzet Guildgate
3 Rakdos Guildgate
4 Golgari Guildgate
4 Gruul Guildgate
4 Simic Guildgate
3 Plaza of Harmony
1 Forest
1 Island
2 Gate Colossus
3 Gatebreaker Ram
4 Gates Ablaze
3 Guild Summit
Control
2 Thought Erasure
2 Syncopate
Goodstuff
1 Rekindling Phoenix
1 Vivien Reid
1 Vraska, Golgari Queen
1 Hydroid Krasis
1 Nicol Bolas, the Ravager
1 Rix Maadi Reveler
1 Chart a Course
1 Dire Fleet Daredevil
2 Jadelight Ranger
2 Carnival // Carnage
1 Spell Pierce
2 Find // Finality
1 Vraska's Contempt
2 Rhythm of the Wild
R1 vs Esper Midrange: 1-2
R2 vs Monoblack Aggro: 1-1
R3 vs Selesnya Tokens: 2-1
R4 vs Gates: 2-1
Esper does seem like a bad matchup, they discard your sweepers and create big wide boards that are also resistant to them. Plus they have a lot of answers in Mortify and Deputy of Detention.
Gonna make a few adjustments...
I had a bad night too. Based on my game last week, I lilted the sideboard with a load of 1-of and 2-of counter and exile spells to combat Unmoored Ego. Banfire is crucial for this deck as it was extremely rare for my creatures to be anything more than a wall.
R1 vs a mystery Blue deck: 2-0 - I actually sideboarded out Colossus to fit more counter spells on round two. Both games, Banefire was the all star closely followed with board sweepers like Gates Ablaze.
R2 vs GW: 1-2 - Game 1 he was land hosed so I never saw more than Llanowar Elves. He used Field of Ruin. Big mistake. Game 2 and 3, I was land hosed.
R2 vs Jund: 0-2 - A net deck!! He admitted it!! Only difference is he mainboarded his sideboard. Meanwhile I had absolute land screw. I was stuck at four lands and ZERO counter spells in hand. Duress really hurt in both games. I was correct to sideboard for Cindervines but only managed to cast a single Ixalan's Binding and had to choose between Cinder, Vraska or Judith.
I knew land was going to be issue so I bumped my count up to 26 but miscalculated the specific ratio. I found I tended to have white cards in hand but no white sources or red in hand and no red sources. Bizarre. Pulling the deck apart, I see my mistake and intend to fix it by next week.
I plan to shift to 5-color to take advantage of Unmoored Ego.
R1 vs Monored/B (Theater of Horrors): 2-1
R2 vs W/r (Heroic Reinforcements): 2-1
R3 vs WW: 2-0
R4 vs Temur NEXUS: ID (played for fun and won 2-0)
I adjusted my list a bit and its working better overall:
3 Gate Colossus
2 Knight of Autumn
2 Chamber Sentry
3 Elvish Rejuvenator
1 Multani, Yavimaya's Avatar
4 Gates Ablaze
4 Growth Spiral
2 Depose // Deploy
4 Guild Summit
1 Deafening Clarion
1 Expansion // Explosion
2 Fountain of Renewal
1 Blink of an Eye
1 Breeding Pool
4 Gruul Guildgate
1 Orzhov Guildgate
4 Simic Guildgate
2 Gateway Plaza
4 Izzet Guildgate
4 Plaza of Harmony
4 Selesnya Guildgate
2 Forest
1 Mesmerizing Benthid
1 Lava Coil
3 Crushing Canopy
1 Banefire
1 Shalai, Voice of Plenty
1 The Mirari Conjecture
1 Fight with Fire
1 Shivan Fire
4 Negate
Crushing Canopy is the ***** haha
I've only encountered this deck twice. Both by the same player on different FNM nights. I can't find my performance notes from two weeks ago but last week, it was the only deck I beat.
Has anybody else faced off against the deck yet? If I recall correctly, Gates Ablaze, Deafening Clarion and Banefire were all critical cards at keeping the deck at bay. I found that I really didn't want Deafening Clarion in nearly all my other matchups. The 3 damaged wasn't always enough and I never get to use the lifelink (seriously, I never get to use it).
R1 vs Gruul Aggro: 2-1 (barely)
R2 vs Sultai: 0-2
R3 vs Monoblue: 0-2
R4 vs Monoblue: 0-2
The whole night was marked by not getting some color of mana or not drawing any lands beyond 3-4 and the expected bad matchup that is Monoblue.
Can't always get lucky
2 Shivan Fire
1 Shock
1 Syncopate
2 Negate
1 Shimmer of Possibility
1 Dire Fleet Daredevil
1 Jadelight Ranger
2 Knight of Autumn
1 Deafening Clarion
1 Hydroid Krasis
1 Teferi, Hero of Dominaria
2 Vivien Reid
1 Entrancing Melody
4 Gates Ablaze
4 Gatebreaker Ram
3 Guild Summit
2 Gate Colossus
4 Boros Guildgate
1 Forest
4 Gruul Guildgate
1 Island
4 Izzet Guildgate
4 Plaza of Harmony
3 Selesnya Guildgate
4 Simic Guildgate
Currently 66-48 with both this version and the Black splash version, 9-2 this morning .
I tuned it to beat the most popular decks on Arena BO1 (Monored, Monoblue and White Weenie/Boros) at the expense of the control matchups and the mirror.
I'd like to playtest an extra planeswalker or two for those matchpus, and maybe a second Krasis.
1 Mesmerizing Benthid
4 Gatebreaker Ram
2 Gate Colossus
2 Knight of Autumn
2 Chamber Sentry
1 Multani, Yavimaya's Avatar
Other 22
2 Shimmer of Possibility
4 Gates Ablaze
2 Open the Gates
4 Growth Spiral
2 Depose // Deploy
4 Guild Summit
1 Expansion // Explosion
2 Fountain of Renewal
1 Shivan Fire
2 Azorius Guildgate
2 Breeding Pool
4 Gruul Guildgate
4 Simic Guildgate
2 Gateway Plaza
4 Izzet Guildgate
4 Plaza of Harmony
2 Selesnya Guildgate
2 Forest
1 Disdainful Stroke
2 Scrabbling Claws
1 Lava Coil
3 Crushing Canopy
1 Deafening Clarion
1 Niv-Mizzet, Parun
1 Banefire
1 Shalai, Voice of Plenty
1 Fight with Fire
3 Negate