Gateway

Started by Hippyman, April 14, 2013, 03:05:27 AM

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Hippyman

Gateway

60 cards, 0 sideboard


7 {Plains}
4 dragon's maze
1 {Dimir Guildgate}
1 {Rakdos Guildgate}
7 {Forest}
1 {Azorius Guildgate}
1 {Boros Guildgate}
1 {Gruul Guildgate}
1 {Orzhov Guildgate}
1 {Golgari Guildgate}
1 {Selesnya Guildgate}
1 {Izzet Guildgate}
1 {Simic Guildgate}

28 lands


4 {Avacyn's Pilgrim}
3 {Fog Bank}
4 {Greenside Watcher}
4 {Gatecreeper Vine}

15 creatures


3 {Martial Law}
3 {Verdant Haven}
2 {Hold the Gates}
4 {Sphere of Safety}
2 {Cloudshift}
3 {Crackling Perimeter}

17 other spells


Sideboard

Notes:
Ive been thinking about the whole dragons maze win condition so I decided to make a deck for it

whitedrake

What about something more like this...;)


Gateway
60 cards, 0 sideboard
1 {Izzet Guildgate}
1 {Azorius Guildgate}
1 {Simic Guildgate}
4 {Maze's End}
4 {Temple Garden}
1 {Golgari Guildgate}
4 {Hallowed Fountain}
1 {Rakdos Guildgate}
4 {Breeding Pool}
1 {Boros Guildgate}
1 {Orzhov Guildgate}
1 {Gruul Guildgate}
1 {Dimir Guildgate}
1 {Selesnya Guildgate}
26 lands


4 {Avacyn's Pilgrim}
4 {Gatecreeper Vine}
2 {Sigarda, Host of Herons}
10 creatures


3 {Detention Sphere}
4 {Pacifism}
3 {Blind Obedience}
1 {Ethereal Armor}
4 {Sphere of Safety}
3 {Oblivion Ring}
3 {Cloudshift}
3 {Martial Law}

Byerley121

I think that the best fit for a gate deck is a type of turbo fog. What about thragtusk tusk. Druids deliverance, hinder vines and some defense should work well.

whitedrake

#3
Fog could be also option but his idea about  {Sphere of Safety} has its own charm... If it would be played control wise then turn 5 you would be able to lock opponent... The problem with fogs would be that you could easily run out of fogs... And you need about 15 turns to set up gates for win condition... According to my playtesting...:)

Edit: Also I think there is no need for Pilgrims... I would rather play  {Sphinx's Revelation} and wipes there...

Hippyman

Quote from: whitedrake on April 14, 2013, 09:23:24 AM
Fog could be also option but his idea about  {Sphere of Safety} has its own charm... If it would be played control wise then turn 5 you would be able to lock opponent... The problem with fogs would be that you could easily run out of fogs... And you need about 15 turns to set up gates for win condition... According to my playtesting...:)

Edit: Also I think there is no need for Pilgrims... I would rather play  {Sphinx's Revelation} and wipes there...
Hmmm that does seem a lot better.

Hippyman

Is there any way we could add cracklimg permitters to have a way to kind of bleed them out as a alternate win condition?

whitedrake

You can use extort on  {Blind Obedience} for that...;)

Hippyman

Quote from: whitedrake on April 15, 2013, 01:43:30 AM
You can use extort on  {Blind Obedience} for that...;)
Good point.