Gates in Commander

Gates in Commander

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Gates As Your EDH Mana Base

A Guide Through Gates in Magic: The Gathering

Author: Ben Guilfoyle

This piece reframes Gates as more than draft taplands—positioning them as a legit budget mana base and a low-opportunity-cost alternate win condition that can slot into many Commander decks.

This article focuses on:

  1. Why Gates matter. Gates started as flavor-driven Ravnica fixing, but the “Implicit Maze” story and Maze’s End turned them into a coherent strategy: build your mana base while threatening a finish.
  2. The modern Gate pool. The card pool has expanded to 23 Gates, meaning the theme is no longer niche. You can build functional Gate packages in most two-color decks, and even explore mono-color angles thanks to newer Gate cycles.
  3. Two approaches: budget package vs. all-in: Either treat Gates as “taplands you were going to run anyway,” then upgrade the package with a couple of key lands that make the whole suite faster and more rewarding or maximize Gate count + tutoring to make Gates your primary plan.
  4. Synergy that’s actually worth it. Not all “Gate matters” cards pull their weight; the author recommends staying lean and prioritizing effects that either generate real mana, real cards, or real pressure—without clogging the deck with underpowered tutors.
  5. Tutors, win lines, and deck fit. A Gates plan lives or dies on nonbasic land tutoring and sequencing priorities (get the “Gates enter untapped” enabler early, then fixing, then the payoff land, then Maze’s End). From there you can win directly (Maze’s End / burn-style payoff) or use Gates as a secondary threat inside a midrange-control shell.

Introduction

Ravnica, the City of the Guilds. Here you will find ten distinct factions. Each adorning signets, designs, and morals reflecting their colors. Each guild is responsible for a different section of the city. A Guildgate adorns the entrance of each guild. The Gateway Plaza is where the ten guilds meet. The nexus of all things Ravnica.

Gates have played a vital role in the story of Magic. They first appear in Gatecrash and Return to Ravnica. We saw a handful of draftchaff-worthy Commons/Uncommons and the Gates themselves.

But there must be something more here?

It would not take long for players to understand the importance of Gates. In the story of Dragon’s Maze, each guild elects a champion. They run through “The Implicit Maze”. A grand winding system of Leylines and mana paths all throughout Ravnica. The Maze’s End is a source of great power. And with that, all the pieces clicked together. A reward for traversing all the guilds of Ravnica. Maze’s End brought with it a dream. Can I win the race?

Maze’s End is the first thing people jump to when you think of Gates. I want to come at this from another angle.

Gates can be a good budget mana base.

Additionally, it can be a powerful alternative wincon that does not bog down your deck!

How Many Gates Are There?

Gates have come a long way since Ravnica. At this point, there is such good Gate support that it is a worthy consideration for your commander decks! Ravnica may have given us ten Gates, but as of this article, we have 23!

Here’s a quick rundown:

The original Ravnica – 10
Battle for Baldur’s Gate – 9
Misc other sets – 4

We will go into the Gates with a bit more utility later. But for now, let’s get the boring ones out of the way.

The original Ravnica Gates are all two colors. They enter the battlefield tapped. Nice and simple.

Meanwhile Battle for Baldur’s Gate brought us mono-color Gates. These all enter tapped, and have a chosen color. They will tap for one specific mana or the chosen color of mana. This offers nice flexibility. In your Jeskai deck, Cliffgate gets red or any other color.

These Gates are all unremarkable but make up 15 out of the 23 Gates. This is our foundation!

What Colors Should I Play?

Thanks to the Gate explosion in recent years, Gates are viable in every two-color pair!

Additionally, it is also possible in mono-black! This makes Gates a great entry point for a budget.

There is a natural preference for green decks. They have access to land-searching effects. We will get to those specifically later! Additionally, black has one extra mono-colored Gate. This makes decks with black also have a slight edge. The Black Gate from Lord of the Rings makes mono black Gates possible. It gives black exactly ten Gates. All the other mono colors have nine.

With that said, I believe there are two approaches you can take to putting Gates in your deck.

Budget Concerns

All-In Gates

We will discuss each of these separately.

Budget Conscious Gate Gamer

If you are building decks on a budget, chances are you are already comfortable playing some lands that enter the battlefield tapped. You want to focus on building the best deck without splashing out on Fetch and Shock Lands.

Let’s say you’re building Lord Windgrace. A Jund lands Commander. You have access to:

Rakdos Guildgate Golgari Guildgate Gruul Guildgate Gateway Plaza Cliffgate Manor Gate Black Dragon Gate Those are all acceptable lands on a budget. But, for less than three dollars you can get both Gond Gate and Baldur’s Gate!

Gond Gate will make your Gates enter the battlefield untapped! Meanwhile, Baldur’s Gate works like Cabal Coffers but for Gates!

For the cost of a tall Americano, you get a land base that synergizes with itself and can enter untapped. That’s before we think about Maze’s End.

If you were considering playing Taplands anyway, these two cards alone are worth the spend. You’re currently at nine Gates. So, why not try to run the race? Thran Portal is a fine addition to your deck. You get to choose a basic land type when it enters. Thran Portal is now that land type.

Now we have rounded out your deck with a plethora of Gates. An opponent’s poorly timed Bojuka Bog could spell disaster for the Gates plan. But on the other hand, how much did we invest in this plan? We are playing seven on color dual lands. A land that turns our Guildgates into Alpha Duals, and a poor man’s Cabal Coffers. Even if one of our Gates gets exiled, we still reap some benefit. Additionally, none of the cards in our main deck are affected.

Playing a Gates package amplifies your mana base, while also not distracting you from the main goal of your deck. Lord Windgrace will always want to ramp. He does not care if he ramps with Gates or Basics. So, put in the gates and give your opponents a second axis of attack to worry about!

The only other budget-conscious Gates are Basilisk Gate and Heap Gate. These two are admittedly much worse than the other Gates discussed today.

Basilisk Gate taps for colorless. It can also give a creature +X/+X for each land you control. This might be worth playing if your main plan is beatdown. But the colorless mana it generates can sometimes be a problem.

Heap Gate also needs to find the fight place. It taps for colorless or can filter mana. You can tap three lands to make a treasure token.

Including Heap and Basilisk Gate should be done with a little more caution. They are not as “free” to play as the other ones. However, they are not useless!

Big Money Gates

Assuming budget is less of a concern, there are three Gates you need to try!

The Black Gate was printed in The Lord of the Rings. It taps for mono black and has an activated ability. For two mana target creature cannot be blocked by the player with the most life. Like Basilisk Gate, this second ability won’t come up too much unless you are heavy on the beatdown plan. We are mainly playing this to pad up our Gate count.

Talon Gates of Madara is the most powerful Gate of the lot. It can tap for colorless or filter mana just like Planar Nexus. But it can also act as a removal spell!

When it enters the battlefield, up to one target creature phases out! This is a fantastic ability on the offense or defense. Casting a Crop Rotation lets us phase out a problematic attacker or save our creature from a removal spell. All that, and for four mana we can return Talon Gates to our hand!

This is repeatable!

If you’re splashing out on a Gate, make it this one.

Planar Nexus is great, but it is a little expensive for what it is. It is not technically a Gate. You won’t see it in Scryfall if you look up “type=gate”.  It does not have the Gate subtype. However, it is “every non-basic land type”. This means it is a Gate, Locus, Cave and so much more. It is worth including if you have additional land synergy or if you are trying to max out your count of Gates.

It is also relevant for Maze’s End. The Maze insists that you have 10 Gates with different names. Planar Nexus will help you here, while clones such as Vesuva and Thespian Stage will not.

Gate Synergy

In the budget section, I highlighted the strength of gates being that it does not affect your main deck all that much. I believe that holds true at higher power levels too. Many of the cards that reference Gates are low impact in Commander. Other cards have better, more generic options.

For example, Gatecreeper Vine searches for a Gate and puts it in your hand. Meanwhile, Sylvan Scrying searches for any land. We are already doing something cute. Sylvan Scrying can grab Maze’s End.

We do not want to clog up our deck with weak cards.

Navigation Orb falls into a similar space. For five mana, we are casting a Cultivate with extra steps. I would stay away from this one unless you are outside of green.

There seems to be only a small handful of Gate synergy cards that stand out as uniquely powerful. Sage of the Maze costs three mana and taps for two. It can also turn a land you control into a powerful beater. Finally, you can tap a Gate to untap the Sage. This can give you a great boost of mana.

Guild Summit is a fantastic draw engine in a blue Gates decks. When it enters, you can tap any number of Gates to draw cards. Additionally, it draws a card whenever a Gate enters. Pair this with flicker or reanimate effects to net a huge card advantage.

Finally, Nine-Fingers Keene is the clear option for a Gate Commander. You can play 15 Gates in the deck at most. Assuming you play Keene turn 4, and attack turn 5, that’s a decent chance of finding a Gate. That gives you an 84% chance of seeing a gate in those top nine cards (assuming you still have 15 in your deck).

Land Searching Effects

Land-searching effects are a must-have for a Gates deck. Your priority should be in order:

  1. Gond Gate
  2. On color Gates
  3. Baldur’s Gate
  4. Maze’s End

I put Baldur’s Gate lower in the picking order because it needs time to ramp up. It does not net you mana until you have 4 Gates in play. The early game focuses on Gond Gate and your fixing. Then, once you hit critical mass, go for Baldur’s Gate!

Your land tutors need to grab non-basic lands. Reap and Sow, Realms Uncharted, and Hour of Promise are excellent options in this vein. However, green has a lot of ramp. None of these are a surprise.

Land-searching effects typically come in three flavors:

Search into play.
Search into your hand.
Search and sacrifice.

Searching into play is often the most mana-intensive. Temp With Discovery comes to mind here. It’s powerful. With that said, four mana is a large investment. Weigh the risk of spending turn four to ramp versus falling behind on board.

Searching into your hand is often slow, but less mana-intensive. Sylvan Scrying and Weathered Wayfarer come to mind. In these cases, you are limited by the number of lands you can play per turn. Effects such as Azusa, Lost but Seeking can mitigate the downsides.

Finally, sacrifice to search is a bit of a mix of the two. These effects let you transmute one land into another. They usually do not ramp you. Instead, they filter you into better options. Elvish Reclaimer, Scapeshift, and Crop Rotation are staples in this regard. Decide what is worth it for you. Sacrificing a Forest for Gond Gate is a great deal!

However, swapping Gruul Guildgate for Maze’s End could be tricky if you have no way of getting it back!

How Do I Win?

Gates offer a couple different options for win conditions. There are two ways to play with Gates:

All In Gates
Complimentary Win Condition

All In Gates

An all-in Gates deck wants to maximize its land tutoring to find Gates. The mission is to get those Gates into play and win with some Gate synergy!

Maze’s End, Crackling Perimeter, and Guild Summit are some of the best options. Maze’s End is the classic win if you control 10 Gates. No surprises here. It is an obvious way to win with a Gates deck.

Guild Summit is a bit more subtle. It does not win the game outright. With that said, there is an incredible opportunity here to bury your opponents in card advantage!

Crackling Perimeter turns your Gates into direct damage. You can tap a gate to deal 1 damage to each opponent. This card shines late in the game. Once Baldur’s Gate is in play, you can keep your other gates open to activate Crackling Perimeter. This gets even better with Seedborn Muse. The potential to burn the entire table in one turn cycle is too good to pass up!

This style of Gate deck will likely run every Gate it can get its hands on!

Complimentary Win Condition

Gates can complement other strategies incredibly well. The Gate package can provide a stable mana base with an alternative win condition. From that solid foundation, you can slot it into any midrange/control deck that wants lots of mana. The focus on ramp while building towards a win condition opens the door for a two-pronged attack.

I play The Necrobloom as my Gate commander. The goal is to use Necrobloom’s dredge ability to reduce the downside of Crop Rotation effects. This gives me great flexibility to tutor for generically strong lands, or Gates for mana fixing.

This is followed up with cards that force my opponents into tough positions. Liesa, Shroud of Dusk, Orcish Bowmaster, and Yasharn, Implacable Earth make life hard for my opponents, limiting their options. These creatures make for mean attackers!

Meanwhile, the gates keep coming into play. Maze’s End looms closer and closer. This is a war on two fronts! The Necrobloom is one of my favorite decks. Two strategies merge to keep the pressure on the opponent. Clog the board with tokens to stop aggro. Annoying hatebears to slow things down. Finally, Maze’s End is a win condition that is hard to interact with!

Gates as a side dish to your main deck can be much leaner. If you still want to run Maze’s End you need at least 10. In this scenario, maximize your colored Gates, then add colorless gates for redundancy. For a three-color deck, I would suggest:

Gond Gate Baldur’s Gate Thran Portal Gateway Plaza CLB Choose Gates x3
Ravnica Gates x3

This is a good starting point. You can go up or down on gates depending on how deep you want the theme to be.

Gate Commanders You Should Try

Each color has its own unique selling point for a Gate deck. In my opinion, black decks have a distinct advantage as they have access to one extra Gate! Here’s my lightning round for some Gate Commanders you should try out!

4+ Color

There are a lot of generically powerful five-color Commanders. Pre-ban, I would have said Golos, Tireless Pilgrim. With them, out of the picture, there is no land matter Commander that I am in love with. At four colors, I would suggest Omnath, Locus of Creation. While it misses out on the extra black Gate, it has a host of powerful abilities that lend themselves to a land strategy.

Sultai

Sultai is overrun with choice with Gate Commanders!

The obvious is Nine-Fingers Keene. She is the only Commander who verbosely mentions Gates and synergies with them. If you want to play Gates, you already know about Keene.

I love Archelos, Lagoon Mystic instead of Keene. They act as a Gond Gate in the Command zone. Turn all your Gates into untapped lands. This lets you go deeper into the pool of “enters the battlefield tapped” lands.

Finally, a recent addition Glarb, Calamity’s Augur can work wonders in a slower strategy. Glarb makes digging for your gates easier thanks to the surveil and casting spells off the top of your library. With Glarb you can even cast Keene and Archelos from the top of your library!

Of these three options, Keene fits the ‘all in gates’ strategy. Glarb is content to do other things with gates as a secondary theme. Archelos is somewhere in the middle. Ultimately, the choice is yours!

All three of these Commanders can fit in the same deck. Swap them around and see what suits your playstyle!

Simic

In a green-blue deck, we can break the rules of gates thanks to Modern Horizons 3. Omo, Queen of Vesuva can put an ‘everything counter’ on our lands. Each land in play with an everything counter is all land types. This means our Breeding Pool, Command Tower, and Forest can all become Gates. This can relieve pressure on us as we do not need to hunt for Gates as aggressively. Just be careful with Omo. Maze’s End cares about ten or more Gates with different names. Do not put everything counters on multiple basic lands if you can avoid it!

Mono Black

Black is the only color with access to 10 Gates out of the box. Playing a mono black gate deck is incredibly fragile. Truly, it is more of a gimmick than a real deck. You miss out on so many cards that make lands matter strategies work! But if you insist…

There are no lands matter Commanders in mono-black. However, we can leverage the big mana side of black and its ability to tutor to our advantage. Acererak, the Archlich can leverage the power of Dungeons to draw cards and gain incremental benefits and bonuses. If you never complete the Tomb of Annihilation, you can continuously bounce and recast the lich. This is incredibly potent with Cabal Coffers or Baldur’s Gate to generate lots of mana!

Varragoth, Bloodsky Sire is another good option. A black lands deck is going to need a lot of key pieces to get working. While green has access to Crucible of Worlds, Ramunap Excavator, and Conduit of Worlds black only has Crucible. Varragoth can help us get those key pieces. Additionally, he can grab lands to keep the mana flowing.

Conclusion

Today we have seen that Gates are more than just a bunch of tap lands.

They are powerful. More than just a gimmick!

I love this design space, seeing it grow, and weighing up the pros and cons of this budget mana bases. On top of all of that, we see there are fantastic synergies and commander options that can leverage the gates for everything they have! I would love to hear your thoughts, too!

Do you play gates?

Or would you rather stick to the tried-and-true shocklands?

Let us know what you think!

About the Author

Ben Guilfoyle started playing Magic in 2015. They love to research the design of Magic. Why was this card banned? Could this silver border card actually see play? Cards that push the limits of design is what excites them. You can usually find them playing cube. This ties into their second passion: numbers. With a background in physics and statistics, they love to get in the weeds when building decks. Crunching numbers is their specialty.

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