60
4/23/2025
Nine-Fingers Keene Gates (Up to date with primer in discription)
Deck Size: 100
Commander
Legal
Est deck cost: $191.24
Salt sum: 27.64
60
4/23/2025
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Commander

Qty: 1 Price: $0.49
Nine-Fingers Keene

Menace Ward—Pay 9 life. Whenever Nine-Fingers Keene deals combat damage to a player, look at the top nine cards of your library. You may put a Gate card from among them onto the battlefield. Then if you control nine or more Gates, put the rest into your hand. Otherwise, put the rest on the bottom of your library in a random order.

Creature
Nine-Fingers Keene (clb) 289

Commander

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Big Boy's (creature win cons)

Qty: 6 Price: $9.02
Apex Devastator

Cascade, cascade, cascade, cascade (When you cast this spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order. Multiple instances of cascade each trigger separately.)

Creature
Apex Devastator (cmr) 217
Avenger of Zendikar

When this creature enters, create a 0/1 green Plant creature token for each land you control. Landfall — Whenever a land you control enters, you may put a +1/+1 counter on each Plant creature you control.

Creature
Avenger of Zendikar (tdc) 247
Gate Colossus

Affinity for Gates (This spell costs {1} less to cast for each Gate you control.) This creature can't be blocked by creatures with power 2 or less. Whenever a Gate you control enters, you may put this card from your graveyard on top of your library.

Creature Artifact
Gate Colossus (rvr) 257
Gatebreaker Ram

This creature gets +1/+1 for each Gate you control. As long as you control two or more Gates, this creature has vigilance and trample.

Creature
Gatebreaker Ram (rna) 126
Gatekeeper Gargoyle

Flying This creature enters with a +1/+1 counter on it for each Gate you control.

Creature Artifact
Gatekeeper Gargoyle (grn) 235
Rampaging Baloths

Trample Landfall — Whenever a land you control enters, you may create a 4/4 green Beast creature token.

Creature
Rampaging Baloths (blc) 233

Big Boy's (creature win cons)

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Draw

Qty: 11 Price: $6.65
Bonny Pall, Clearcutter

Reach When Bonny Pall enters, create Beau, a legendary blue Ox creature token with "Beau's power and toughness are each equal to the number of lands you control." Whenever you attack, draw a card, then you may put a land card from your hand or graveyard onto the battlefield.

Creature
Bonny Pall, Clearcutter (otj) 196
Eureka Moment

Draw two cards. You may put a land card from your hand onto the battlefield.

Instant
Eureka Moment (dsc) 216
Finale of Revelation

Draw X cards. If X is 10 or more, instead shuffle your graveyard into your library, draw X cards, untap up to five lands, and you have no maximum hand size for the rest of the game. Exile Finale of Revelation.

Sorcery
Finale of Revelation (otc) 97
Gateway Sneak

Whenever a Gate you control enters, this creature can't be blocked this turn. Whenever this creature deals combat damage to a player, draw a card.

Creature
Gateway Sneak (rna) 40
Gretchen Titchwillow

{2}{G}{U}: Draw a card. You may put a land card from your hand onto the battlefield.

Creature
Gretchen Titchwillow (afr) 223
Guild Summit

When this enchantment enters, you may tap any number of untapped Gates you control. Draw a card for each Gate tapped this way. Whenever a Gate you control enters, draw a card.

Enchantment
Guild Summit (grn) 41
Hydroid Krasis

When you cast this spell, you gain half X life and draw half X cards. Round down each time. Flying, trample This creature enters with X +1/+1 counters on it.

Creature
Hydroid Krasis (clu) 195
Silundi Vision

Instant
Silundi Vision // Silundi Isle (znr) 80Silundi Vision // Silundi Isle (znr) 80
Tatyova, Benthic Druid

Landfall — Whenever a land you control enters, you gain 1 life and draw a card.

Creature
Tatyova, Benthic Druid (dsc) 235
Tireless Tracker

Landfall — Whenever a land you control enters, investigate. (Create a Clue token. It's an artifact with "{2}, Sacrifice this token: Draw a card.") Whenever you sacrifice a Clue, put a +1/+1 counter on this creature.

Creature
Tireless Tracker (inr) 219
Urban Evolution

Draw three cards. You may play an additional land this turn.

Sorcery
Urban Evolution (ncc) 355

Draw

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Equips/aura's

Qty: 6 Price: $9.46
Aqueous Form

Enchant creature Enchanted creature can't be blocked. Whenever enchanted creature attacks, scry 1. (Look at the top card of your library. You may put that card on the bottom.)

Enchantment
Aqueous Form (cmr) 56
Blackblade Reforged

Equipped creature gets +1/+1 for each land you control. Equip legendary creature {3} Equip {7}

Artifact
Blackblade Reforged (dmc) 178
Glaive of the Guildpact

Equipped creature gets +1/+0 for each Gate you control and has vigilance and menace. (A creature with menace can't be blocked except by two or more creatures.) Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)

Artifact
Glaive of the Guildpact (grn) 236
Propaganda

Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.

Enchantment
Propaganda (acr) 85
Way of the Thief

Enchant creature Enchanted creature gets +2/+2. Enchanted creature can't be blocked as long as you control a Gate.

Enchantment
Way of the Thief (gtc) 56
Whispersilk Cloak

Equipped creature can't be blocked and has shroud. (It can't be the target of spells or abilities.) Equip {2}

Artifact
Whispersilk Cloak (dsc) 257

Equips/aura's

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Land

Qty: 37 (39 w/ MDFC)Price: $78.79
Ash Barrens

{T}: Add {C}. Basic landcycling {1} ({1}, Discard this card: Search your library for a basic land card, reveal it, put it into your hand, then shuffle.)

Land
Ash Barrens (tdc) 339
Baldur's Gate

{T}: Add {C}. {2}, {T}: Add X mana of any one color, where X is the number of other Gates you control.

Land
Baldur's Gate (clb) 345
Basilisk Gate

{T}: Add {C}. {2}, {T}: Target creature gets +X/+X until end of turn, where X is the number of Gates you control. Activate only as a sorcery.

Land
Basilisk Gate (mb2) 104
Black Dragon Gate

This land enters tapped. As this land enters, choose a color other than black. {T}: Add {B} or one mana of the chosen color.

Land
Black Dragon Gate (clb) 347
Clearwater Pathway

Land
Clearwater Pathway // Murkwater Pathway (plst) ZNR-260Clearwater Pathway // Murkwater Pathway (plst) ZNR-260
Deserted Temple

{T}: Add {C}. {1}, {T}: Untap target land.

Land
Deserted Temple (mh3) 301
Dimir Guildgate

This land enters tapped. {T}: Add {U} or {B}.

Land
Dimir Guildgate (clu) 234
Evolving Wilds

{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

Land
Evolving Wilds (tdm) 255
Exotic Orchard

{T}: Add one mana of any color that a land an opponent controls could produce.

Land
Exotic Orchard (tdc) 360
Forest

({T}: Add {G}.)

Land
Forest (tdm) 286
Gateway Plaza

This land enters tapped. When this land enters, sacrifice it unless you pay {1}. {T}: Add one mana of any color.

Land
Gateway Plaza (plst) GRN-247
Golgari Guildgate

This land enters tapped. {T}: Add {B} or {G}.

Land
Golgari Guildgate (clu) 235
Gond Gate

Gates you control enter untapped. {T}: Add {C}. {T}: Add one mana of any color that a Gate you control could produce.

Land
Gond Gate (clb) 353
Heap Gate

{T}: Add {C}. {1}, {T}: Add one mana of any color. {1}, {T}, Tap an untapped Gate you control: Create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.")

Land
Heap Gate (clb) 354
Island

({T}: Add {U}.)

Land
Island (tdm) 280
Manor Gate

This land enters tapped. As this land enters, choose a color other than green. {T}: Add {G} or one mana of the chosen color.

Land
Manor Gate (clb) 356
Maze's End

This land enters tapped. {T}: Add {C}. {3}, {T}, Return this land to its owner's hand: Search your library for a Gate card, put it onto the battlefield, then shuffle. If you control ten or more Gates with different names, you win the game.

Land
Maze's End (plst) DGM-152
Myriad Landscape

This land enters tapped. {T}: Add {C}. {2}, {T}, Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.

Land
Myriad Landscape (tdc) 380
Opulent Palace

This land enters tapped. {T}: Add {B}, {G}, or {U}.

Land
Opulent Palace (tdm) 264
Planar Nexus

This land is every nonbasic land type. (Nonbasic land types include Cave, Desert, Gate, Lair, Locus, Mine, Power-Plant, Sphere, Tower, and Urza's.) {T}: Add {C}. {1}, {T}: Add one mana of any color.

Land
Planar Nexus (m3c) 132
Plaza of Harmony

When this land enters, if you control two or more Gates, you gain 3 life. {T}: Add {C}. {T}: Add one mana of any type that a Gate you control could produce.

Land
Plaza of Harmony (plst) RNA-254
Reliquary Tower

You have no maximum hand size. {T}: Add {C}.

Land
Reliquary Tower (tdc) 386
Sea Gate

This land enters tapped. As this land enters, choose a color other than blue. {T}: Add {U} or one mana of the chosen color.

Land
Sea Gate (clb) 359
Shipwreck Marsh

This land enters tapped unless you control two or more other lands. {T}: Add {U} or {B}.

Land
Shipwreck Marsh (inr) 284
Simic Guildgate

This land enters tapped. {T}: Add {G} or {U}.

Land
Simic Guildgate (clu) 248
Swamp

({T}: Add {B}.)

Land
Swamp (tdm) 282
Talon Gates of Madara

When this land enters, up to one target creature phases out. {T}: Add {C}. {1}, {T}: Add one mana of any color. {4}: Put this card from your hand onto the battlefield.

Land
Talon Gates of Madara (m3c) 134
Temple of Mystery

This land enters tapped. When this land enters, scry 1. (Look at the top card of your library. You may put that card on the bottom.) {T}: Add {G} or {U}.

Land
Temple of Mystery (tdc) 404
The Black Gate

As The Black Gate enters, you may pay 3 life. If you don't, it enters tapped. {T}: Add {B}. {1}{B}, {T}: Choose a player with the most life or tied for most life. Target creature can't be blocked by creatures that player controls this turn.

Land
The Black Gate (ltc) 80
Thespian's Stage

{T}: Add {C}. {2}, {T}: This land becomes a copy of target land, except it has this ability.

Land
Thespian's Stage (mb2) 113
Thran Portal

This land enters tapped unless you control two or fewer other lands. As this land enters, choose a basic land type. This land is the chosen type in addition to its other types. Mana abilities of this land cost an additional 1 life to activate.

Land
Thran Portal (dmu) 259
Vesuva

You may have this land enter tapped as a copy of any land on the battlefield.

Land
Vesuva (tsr) 289

Land

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Ramp

Qty: 27 Price: $45.33
Arcane Signet

{T}: Add one mana of any color in your commander's color identity.

Artifact
Arcane Signet (tdc) 105
Cartographer's Survey

Look at the top seven cards of your library. Put up to two land cards from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order.

Sorcery
Cartographer's Survey (vow) 190
Circuitous Route

Search your library for up to two basic land cards and/or Gate cards, put them onto the battlefield tapped, then shuffle.

Sorcery
Circuitous Route (plst) GRN-125
Crop Rotation

As an additional cost to cast this spell, sacrifice a land. Search your library for a land card, put that card onto the battlefield, then shuffle.

Instant
Crop Rotation (dmr) 154
Dryad of the Ilysian Grove

You may play an additional land on each of your turns. Lands you control are every basic land type in addition to their other types.

Creature Enchantment
Dryad of the Ilysian Grove (cmm) 891
Expedition Map

{2}, {T}, Sacrifice this artifact: Search your library for a land card, reveal it, put it into your hand, then shuffle.

Artifact
Expedition Map (j22) 765
Explore

You may play an additional land this turn. Draw a card.

Sorcery
Explore (j25) 146
Gatecreeper Vine

Defender When this creature enters, you may search your library for a basic land card or a Gate card, reveal it, put it into your hand, then shuffle.

Creature
Gatecreeper Vine (ddm) 48
Greenside Watcher

{T}: Untap target Gate.

Creature
Greenside Watcher (gtc) 122
Growth Spiral

Draw a card. You may put a land card from your hand onto the battlefield.

Instant
Growth Spiral (dsc) 88
Harrow

As an additional cost to cast this spell, sacrifice a land. Search your library for up to two basic land cards, put them onto the battlefield, then shuffle.

Instant
Harrow (tdc) 258
Magus of the Candelabra

{X}, {T}: Untap X target lands.

Creature
Magus of the Candelabra (bbd) 206
Omo, Queen of Vesuva

Whenever Omo enters or attacks, put an everything counter on each of up to one target land and up to one target creature. Each land with an everything counter on it is every land type in addition to its other types. Each nonland creature with an everything counter on it is every creature type.

Creature
Omo, Queen of Vesuva (m3c) 2
Open the Gates

Search your library for a basic land card or Gate card, reveal it, put it into your hand, then shuffle.

Sorcery
Open the Gates (rvr) 151
Realm Seekers

This creature enters with X +1/+1 counters on it, where X is the total number of cards in all players' hands. {2}{G}, Remove a +1/+1 counter from this creature: Search your library for a land card, reveal it, put it into your hand, then shuffle.

Creature
Realm Seekers (j25) 705
Sage of the Maze

{T}: Add two mana in any combination of colors. {T}: Until end of turn, target land you control becomes an X/X Citizen creature with haste in addition to its other types, where X is twice the number of Gates you control. Activate only as a sorcery. Tap an untapped Gate you control: Untap this creature.

Creature
Sage of the Maze (m3c) 119
Sol Ring

{T}: Add {C}{C}.

Artifact
Sol Ring (tdc) 106
Spelunking

When this enchantment enters, draw a card, then you may put a land card from your hand onto the battlefield. If you put a Cave onto the battlefield this way, you gain 4 life. Lands you control enter untapped.

Enchantment
Spelunking (lci) 213
Sylvan Scrying

Search your library for a land card, reveal it, put it into your hand, then shuffle.

Sorcery
Sylvan Scrying (plst) BFZ-192
Talisman of Curiosity

{T}: Add {C}. {T}: Add {G} or {U}. This artifact deals 1 damage to you.

Artifact
Talisman of Curiosity (drc) 140
Tempt with Discovery

Tempting offer — Search your library for a land card and put it onto the battlefield. Each opponent may search their library for a land card and put it onto the battlefield. For each opponent who searches a library this way, search your library for a land card and put it onto the battlefield. Then each player who searched a library this way shuffles.

Sorcery
Tempt with Discovery (blc) 124
Thought Vessel

You have no maximum hand size. {T}: Add {C}.

Artifact
Thought Vessel (dsc) 256
Tireless Provisioner

Landfall — Whenever a land you control enters, create a Food token or a Treasure token. (Food is an artifact with "{2}, {T}, Sacrifice this token: You gain 3 life." Treasure is an artifact with "{T}, Sacrifice this token: Add one mana of any color.")

Creature
Tireless Provisioner (j25) 728
Titania's Command

Choose two — • Exile target player's graveyard. You gain 1 life for each card exiled this way. • Search your library for up to two land cards, put them onto the battlefield tapped, then shuffle. • Create two 2/2 green Bear creature tokens. • Put two +1/+1 counters on each creature you control.

Sorcery
Titania's Command (bro) 194
Ulvenwald Hydra

Reach Ulvenwald Hydra's power and toughness are each equal to the number of lands you control. When this creature enters, you may search your library for a land card, put it onto the battlefield tapped, then shuffle.

Creature
Ulvenwald Hydra (jmp) 439
Wayward Swordtooth

Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.) You may play an additional land on each of your turns. This creature can't attack or block unless you have the city's blessing.

Creature
Wayward Swordtooth (lcc) 263
Wight of the Reliquary

Vigilance This creature gets +1/+1 for each creature card in your graveyard. {T}, Sacrifice another creature: Search your library for a land card, put it onto the battlefield tapped, then shuffle.

Creature
Wight of the Reliquary (mh3) 207

Ramp

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Removal

Qty: 12 Price: $41.50
Broken Bond

Destroy target artifact or enchantment. You may put a land card from your hand onto the battlefield.

Sorcery
Broken Bond (j22) 636
Cast Down

Destroy target nonlegendary creature.

Instant
Cast Down (clb) 119
Curse of the Swine

Exile X target creatures. For each creature exiled this way, its controller creates a 2/2 green Boar creature token.

Sorcery
Curse of the Swine (tdc) 149
Deathsprout

Destroy target creature. Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

Instant
Deathsprout (plst) WAR-189
Feed the Swarm

Destroy target creature or enchantment an opponent controls. You lose life equal to that permanent's mana value.

Sorcery
Feed the Swarm (tdc) 180
Go for the Throat

Destroy target nonartifact creature.

Instant
Go for the Throat (j25) 447
Hagra Mauling

Instant
Hagra Mauling // Hagra Broodpit (plst) ZNR-106Hagra Mauling // Hagra Broodpit (plst) ZNR-106
Infernal Grasp

Destroy target creature. You lose 2 life.

Instant
Infernal Grasp (tdc) 182
Krosan Grip

Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Destroy target artifact or enchantment.

Instant
Krosan Grip (c21) 198
Negate

Counter target noncreature spell.

Instant
Negate (mom) 68
Sultai Charm

Choose one — • Destroy target monocolored creature. • Destroy target artifact or enchantment. • Draw two cards, then discard a card.

Instant
Sultai Charm (dmc) 168
The Meathook Massacre

When The Meathook Massacre enters, each creature gets -X/-X until end of turn. Whenever a creature you control dies, each opponent loses 1 life. Whenever a creature an opponent controls dies, you gain 1 life.

Enchantment
The Meathook Massacre (inr) 122

Removal

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Maybeboard

Qty: 6 Price: $12.70
Case of the Locked Hothouse

You may play an additional land on each of your turns. To solve — You control seven or more lands. (If unsolved, solve at the beginning of your end step.) Solved — You may look at the top card of your library any time, and you may play lands and cast creature and enchantment spells from the top of your library.

Enchantment
Case of the Locked Hothouse (mkm) 155
District Guide

When this creature enters, you may search your library for a basic land card or Gate card, reveal it, put it into your hand, then shuffle.

Creature
District Guide (grn) 128
Explore the Underdark

Search your library for up to two basic land cards and/or Gate cards, put them onto the battlefield tapped, then shuffle. You take the initiative.

Sorcery
Explore the Underdark (clb) 232
March from Velis Vel

Choose a nonbasic land type. Each land you control of that type becomes a copy of target creature you control until end of turn and gains haste until end of turn. Flashback {4}{U} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Sorcery
March from Velis Vel (m3c) 100
Navigation Orb

{2}, {T}, Sacrifice this artifact: Search your library for up to two basic land cards and/or Gate cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.

Artifact
Navigation Orb (clb) 329
Windfall

Each player discards their hand, then draws cards equal to the greatest number of cards a player discarded this way.

Sorcery
Windfall (otc) 123

Maybeboard

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 11 cards
22 pips - 19 cards
24 mana - 22 cards
13 pips - 10 cards
23 mana - 21 cards
0 pips - 0 cards
0 mana - 11 cards
44 pips - 38 cards
23 mana - 21 cards
0 pips - 0 cards
17 mana - 16 cards
CategoriesQtyOdds
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Description

{"ops":[{"insert":"Nine-Fingers keene is a land based deck that revolves around the land type Gates. using them to produce lots of mana and to buff creatues with basilisk gate. Later getting value with commander to draw 9 cards.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Common win cons"},{"attributes":{"underline":true},"insert":"."},{"insert":"\n\n"},{"attributes":{"italic":true},"insert":"Commander damage"},{"insert":" - This deck can use different ways to buff the commander with Basilisk Gate, Blackblade Reforged, and ways to make her unblockable to get through 21 points of commander damage.\n\n"},{"attributes":{"italic":true},"insert":"Big Creatures"},{"insert":" - This deck has multiple large power and toughness creatures that can take over the game. Most will have */* and will get stronger for amount of lands I control. Some creatures large or many creatures with landfall triggers. and just large creatures that will put through a lot of damage. The bonus is that these creatures will often take priority with removal leaving Keene free to attack and gain value.\n\n"},{"attributes":{"italic":true},"insert":"Maze's End"},{"insert":" - I don't like personally using this win con often as it can sometimes feel non interactive to the game, but it is useful for long drawn out matches that have no other way to end the game. if you don't focus the game on winning with this, and instead wait till its a long game often the other players will sometimes be thankful that your ending the game rather than annoyed because the game needs to end at some point.\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Strategy"},{"attributes":{"underline":true},"insert":":"},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"Early game"},{"insert":" you want to focus your efforts on ramping and getting your commander out before people have double blocks to get some triggers. You have lots of ways to search for lands and gates. I usually focus on getting these gates and lands out first:\n\n"},{"attributes":{"italic":true},"insert":"Gond Gate"},{"insert":" - Allows the rest of your gates to come in untapped which makes a lot more of the ramp and gates themselves better and more valuable. Otherwise you lose some tempo using gates.\n\n"},{"attributes":{"italic":true},"insert":"Baulder's Gate"},{"insert":" - This is your main mana maker, using other cards to untap this will allow you to make a large amount of mana to dumb into big spells like Apex Devastator. To get the most value out of this gate, use cards like Deserted Temple and Greenside Watcher to untap it to produce lots of mana.\n\n"},{"attributes":{"italic":true},"insert":"Basilisk Gate"},{"insert":" - This is often a very large threat all game long. This is your main way to win with commander damage if you go through that path, or just make creatures larger. This is a great target for Vensuva and thespian stage to get multiple activations to either make a creature large or multiple to spread threats.\n\n"},{"attributes":{"italic":true},"insert":"The Black Gate"},{"insert":" - This comes up less often but against higher life players you can use it to get damage through. This is a lot of the time less valuable then other gates but is a good option in some circumstances.\n\n"},{"attributes":{"bold":true},"insert":"Mid game"},{"insert":" is a good time to start setting up other threats and starting to help control the board. some of your removal gets you ramp. This is a good spot in the game to start setting up other win cons. if you are not close to winning with commander damage then they are being waring of it and you need to start looking towards other big win cons. Some of my favourite and more valuable pieces are such:\n\n"},{"attributes":{"italic":true},"insert":"Bonny Pall"},{"insert":" - This is one of my preferred cards to get within a game because it does it all. It gives you a creature that will get larger with the amount of lands you have, and also puts it on another body so people have to choose what to kill. Cause the rest of the cards gives you a Card draw every turn, which you don't have to risk itself for cause it's \"whenever you attack\" not when it attacks. and allows you to ramp if you draw lands instead of other cards. This card is insanely strong to have and allows you to be a threat while gaining value on a single card.\n\n"},{"attributes":{"italic":true},"insert":"Guild Summit"},{"insert":" - This is a great card to have on the battlefield as it is a constant card draw source and allows your other ramp cards to have even more value when otherwise they wouldn't.\n\n"},{"attributes":{"italic":true},"insert":"Sage of the Maze"},{"insert":" - This creates a lot of mana throughout the game and even later on it can be an alt win con making your lands large creatures. Note if you use its second ability I would avoid targeting gates as they can be removed when becoming creatures and your gates are much more valuable then other lands.\n\n"},{"attributes":{"italic":true},"insert":"Omo, queen of vesuva"},{"insert":" - This is a nice card to get out early and start making your other lands gates, note when this creature leaves the battlefield the everything counters doesn't matter and now wont change the types. So don't depend on Omo but if you get time with her it will add a lot of value to a lot of cards.\n\n"},{"attributes":{"bold":true},"insert":"Late game"},{"insert":" is now the time to find a way to end the game. We do have good ways to end the game but the longer you go a lot of other decks can out sustain you. so you have to find a way through peoples defenses. These are some of the best ways to end the game when it gets late.\n\n"},{"attributes":{"italic":true},"insert":"Maze's End"},{"insert":" - This is the most obvious choice as unless they have a way to destroy a land or counter an ability you just win the game. I don't like using this unless it gets very late into the game.\n\n"},{"attributes":{"italic":true},"insert":"Apex devastator"},{"insert":" - This 10 mana spell can turn the tides heavily in your favour with cascade, add a way for it to be unable to be blocks and buff it with some triggers from basilisk gate and you have a giant meat stick that can start to 1 tap people.\n\n "},{"attributes":{"italic":true},"insert":"Avenger of Zendikar"},{"insert":" - This staple in lands matter decks is as good as always and can make you a very large boards and you have a massive amount of ways to get the landfall trigger. People know the power of this cards so don't expect people not to interact with something like this. But if you get a few triggers then you can take over the game quickly. \n\n\n"},{"attributes":{"underline":true,"bold":true},"insert":"Reasoning for Bracket placement"},{"insert":":\n\nI have this currently placed at bracket 3 due to a few different reasons. It has 0 game changers, infinites, mass land destruction. and would lie perfectly within bracket 2. But this deck has a lot of ways to win and having played reps with it, I find it is hard for pre-cons to interact and outlast this deck. It also has an \"I win\" button with maze's end that can be abused and almost no pre-con's can interact or stop it. Also the commander itself feels a bit stronger than pre-cons and other level 2's, since this deck has lots of ways to make it very possible to win or threaten to win with commander damage early if left unchecked. It is possible that with more reps against pre-cons and level 2's that I might reduce it to level 2, specially with the power level increasing with the pre-con's. It is nowhere near a 4 and will get out paced and beat by a pod of 4's. if there is a level 4, and like 2 level 3's in a pod it can stand a chance to win though.\n\nUpdated note: With game changers rules it has 1 Game changer now, this being Crop Rotation. which in my opinion is the weakest card added to game changers list as its not obtaining gates that i couldn't get with other searches. but i already have this labeled this as bracket 3 anyway. \n\nIf this primer style is helpful let me know so I know to do this more with other decks.\n"}]}
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