OK, so a while back I had this idea for a gate focused format, which boils down to "start with Basilisk Gate + Heap Gate on the battlefield and one of the OG gates in your hand". And that was fine and all for a brainstorm, but it felt WAY too gold for my tastes — due to how flexible your mana is, you can basically just grab the best cards from any color and jam (which I personally find to be kinda tricky to draft).
So, I decided to iterate on the idea a bit:
1) 2x Guildgates → Harmony → Basilisk's, then play Gateway Plaza when you can afford to pay the . This gets you to 4 mana on T3, but you will need to drop to 3 available mana at some point to get down Gateway Plaza... which, conveniently, is how much mana you'll need to activate Basilisk's Gate.
2) Guildgate + Basilisk's → Harmony → Guildgate, then play Gateway Plaza when you can afford to pay the . This is like #1, except you can play a colorless 1-drop on T1 and have to wait until T4 to get 4 mana.
3) Basilisk's + Gateway Plaza → Harmony → Guildgate → Guildgate. This develops more slowly than the other two, (no T1 1-drop or T3 4-drop), but you don't need to worry about Gateway Plaza's cost... and you have perfect gold mana on T2 (annoying, but kinda unavoidable with this kind of set-up).
I feel like each of those routes has its own benefits and drawbacks and naturally lend themselves to different decks as long as the format is designed with them in mind (#1 lets you play stuff with triple pips on T2, #2 is great if there's a 1-drop utility artifact you want to get down, and #3 is great if you're splashing around).
If you don't care about the extra 3 life, of course, there are a few other routes that you can take:
4) Harmony + Basilisk's → Guildgate → Guildgate. Starts off strong (you can play a 2-drop artifact on T1!), but develops the slowest (2→2→3→4). This might be worth it if you draft the right cards and have the right opening hand.
5) Harmony + Guildgate →Basilisk's →Guildgate. Basically #2, except you get to start off with a colored 1-drop. Swapping the second Guildgate and the Basilisk's Gate makes this only slightly faster than #4, but gives you all of your colors on T2... which probably isn't worth it?
Opening with Harmony + Gateway Plaza is basically just a worse version of #3, and I don't see a compelling reason to do it.
Gateway Plaza was interesting to me for two reasons. Firstly, it was a way to play Basilisk's Gate as a "tapped land" on T1, which felt like a nice mirror-image to playing two Guildgates on T1. Secondly, it felt like the best 5-color gate, which I felt was important for splashing purposes.
Finally, Plaza of Harmony probably feels a bit weird, but I feel like it really helps round out the spread. It offers mana fixing (but is reliant on Gateway Plaza to get all five colors) and "dulls" Basilisk's Gate a little bit (it makes Basilisk's Gate cap out at +4/+4, and that 3 life means that someone going full-out aggro will need an extra turn to get through your life total). I just think it's neat.
Thran Portal kinda sucks, honestly. I feel like you might be able to get good results by swapping out one of the guildgates with a Thran Portal (it caps you at 3 colors before Gateway Plaza comes down and gives you a card with a basic land type)... but I don't think it's really worth the hassle. EDIT: Also, it has so many words that I apparently forgot that it's a fastland. That actually makes it a bit more interesting, though I'm not sure the quirks it adds are worth the hassle (long story short: it offers a much better curve if you're focused on 1-2 colors).
Gond Gate is an obvious replacement for Plaza of Harmony as an alternate gold gate, but it also makes your gates ETB untapped. This pushes the format heavily towards just playing Gond Gate on T1 and then slamming your Guildgates, which kinda wrecks all of the interesting sequencing.
The other two "color fixing" gates, Baldur's Gate and Heap Gate are potentially interesting... but both of them make it really easy to play T1 2-drop artifacts without giving anything up. On top of that, Baldur's Gate is kinda awkward as a splash enabler until you have 3 other gates (aka you've fully developed your mana base), while Heap Gate is a little too good as a splash enabler — your choice of curves basically turns into "2x Guildgate → Harmony → Heap → Basilisk's" or "Basilisk's + Heap → Harmony → Guildgate → Guildgate", depending on whether or not you open up with a 1 or 2 drop, and you have a second 3-mana sink for turns when you don't want to play anything (which creates more mana!).
This isn't to say, of course, that another arrangement of gates wouldn't work... but this is the set-up that feels best to me.
(Oh, yeah, you could also replace the Gateway Plaza with Nearby Planet... but that seems a bit extra if you ask me.)
Also, like, you can guarantee yourself a 3-drop on T2, a 4-drop on T3, and a 5-drop on T5, so it's not like you really need to worry about mana.
Of the remaining cards, they're mostly lackluster (Opal Lake Gatekeeper is a 2/4 visionary for ) or absolutely bonkers (Gatebreaker Ram is a 4/4 vigilance trampler on T2 that can swing in as a 10/10 vigilance trampler by T4), with very little middle ground. As a result, we're unfortunately going to have to save our gate synergies for our mana base.
*) Three tap-lands, which help make ordering important.
*) A wide array of colors (two duals, a gold land, and a Reflecting Pool)
*) A cheap-ish mana sink that doesn't require sacrificing the land.
So, I decided to iterate on the idea a bit:
Your deck does not have lands in it.
At the beginning of the game, put these five lands off to the side:
(Azorius Guildgate and Boros Guildgate can be any two guildgates — I'm not cruel enough to force everyone into Jeskai.)
You play lands from this pile off to the side, and get to make two land drops on T1.
What's The Plan, Stan?
This effectively gives you three routes to develop your mana in the early game, based off what you play on T1 (assuming, of course, that you play Plaza of Harmony on T2):1) 2x Guildgates → Harmony → Basilisk's, then play Gateway Plaza when you can afford to pay the . This gets you to 4 mana on T3, but you will need to drop to 3 available mana at some point to get down Gateway Plaza... which, conveniently, is how much mana you'll need to activate Basilisk's Gate.
2) Guildgate + Basilisk's → Harmony → Guildgate, then play Gateway Plaza when you can afford to pay the . This is like #1, except you can play a colorless 1-drop on T1 and have to wait until T4 to get 4 mana.
3) Basilisk's + Gateway Plaza → Harmony → Guildgate → Guildgate. This develops more slowly than the other two, (no T1 1-drop or T3 4-drop), but you don't need to worry about Gateway Plaza's cost... and you have perfect gold mana on T2 (annoying, but kinda unavoidable with this kind of set-up).
I feel like each of those routes has its own benefits and drawbacks and naturally lend themselves to different decks as long as the format is designed with them in mind (#1 lets you play stuff with triple pips on T2, #2 is great if there's a 1-drop utility artifact you want to get down, and #3 is great if you're splashing around).
If you don't care about the extra 3 life, of course, there are a few other routes that you can take:
4) Harmony + Basilisk's → Guildgate → Guildgate. Starts off strong (you can play a 2-drop artifact on T1!), but develops the slowest (2→2→3→4). This might be worth it if you draft the right cards and have the right opening hand.
5) Harmony + Guildgate →Basilisk's →Guildgate. Basically #2, except you get to start off with a colored 1-drop. Swapping the second Guildgate and the Basilisk's Gate makes this only slightly faster than #4, but gives you all of your colors on T2... which probably isn't worth it?
Opening with Harmony + Gateway Plaza is basically just a worse version of #3, and I don't see a compelling reason to do it.
On Guildgate Choices
So, there's actually quite a bit of nuance when it comes to what Guildgates you let people pick:Two Matching Guildgates
The strictest choice — you pick a color pair and you stick with it. This maximizes the difference between #1 and #3, but minimizes the difference between #1 and #2. It also means that splashing or going for three colors forces you to use #3... which may or may not be desirable as a way to draw distinctions between 2 color decks and 3+ color decks.Two Overlapping Guildgates
Pick one color to be your main color, then pick two others to splash into. This increases the distinction between #1 and #2 (since #2 will be "missing" a color on T2), but means that you aren't forced to pick #3 if you're playing a 3-color deck. This is honestly what I'm leaning towards for this kind of format.Any Two Guildgates
The chaos option. This minimizes the difference between #1 and #3 and introduces quite a bit of sequencing for #2. I'm not too terribly fond of this option, since it pushes how gold-y the mana base is.Why The Other Three Lands, Exactly?
Basilisk's Gate is honestly just a fun card, and giving everyone a big, sorcery-speed pump spell built into their mana base means that even wimpy little dorks can potentially be threats (you get a +4/+4 bonus with all of your lands in play, after all).Gateway Plaza was interesting to me for two reasons. Firstly, it was a way to play Basilisk's Gate as a "tapped land" on T1, which felt like a nice mirror-image to playing two Guildgates on T1. Secondly, it felt like the best 5-color gate, which I felt was important for splashing purposes.
Finally, Plaza of Harmony probably feels a bit weird, but I feel like it really helps round out the spread. It offers mana fixing (but is reliant on Gateway Plaza to get all five colors) and "dulls" Basilisk's Gate a little bit (it makes Basilisk's Gate cap out at +4/+4, and that 3 life means that someone going full-out aggro will need an extra turn to get through your life total). I just think it's neat.
What About The Other Gates?
I considered the five Thriving Gates, since it'd make the "two overlapping guildgates" rule exceptionally simple (just hand everyone two of the same gate)... but I decided against them because they potentially introduce memory issues once they get onto the battlefield.Thran Portal kinda sucks, honestly. I feel like you might be able to get good results by swapping out one of the guildgates with a Thran Portal (it caps you at 3 colors before Gateway Plaza comes down and gives you a card with a basic land type)... but I don't think it's really worth the hassle. EDIT: Also, it has so many words that I apparently forgot that it's a fastland. That actually makes it a bit more interesting, though I'm not sure the quirks it adds are worth the hassle (long story short: it offers a much better curve if you're focused on 1-2 colors).
Gond Gate is an obvious replacement for Plaza of Harmony as an alternate gold gate, but it also makes your gates ETB untapped. This pushes the format heavily towards just playing Gond Gate on T1 and then slamming your Guildgates, which kinda wrecks all of the interesting sequencing.
The other two "color fixing" gates, Baldur's Gate and Heap Gate are potentially interesting... but both of them make it really easy to play T1 2-drop artifacts without giving anything up. On top of that, Baldur's Gate is kinda awkward as a splash enabler until you have 3 other gates (aka you've fully developed your mana base), while Heap Gate is a little too good as a splash enabler — your choice of curves basically turns into "2x Guildgate → Harmony → Heap → Basilisk's" or "Basilisk's + Heap → Harmony → Guildgate → Guildgate", depending on whether or not you open up with a 1 or 2 drop, and you have a second 3-mana sink for turns when you don't want to play anything (which creates more mana!).
This isn't to say, of course, that another arrangement of gates wouldn't work... but this is the set-up that feels best to me.
(Oh, yeah, you could also replace the Gateway Plaza with Nearby Planet... but that seems a bit extra if you ask me.)
What Does The Card Pool Look Like?
To the shock of literally no-one, I haven't actually started developing the rest of the cube. The way that this mana base works out, however, does imply stuff about what kind of cards you can run:To Splash Or Not To Splash?
It's possible to splash for anything that has 1 or 2 colored pips, regardless of what those pips are. However, committing to a five color pile means that you're forced to develop your mana in one very specific way, which also just so happens to be one of the slower curves. In practical terms, though? We can have a much bigger gold section than most cubes without too many problems, and our archetypes should probably include more colors rather than less.Ramp? I Hardly Knew 'Er!
Since there aren't any lands in your deck and you're capped out at 5 lands, land-based ramp, landfall, and land destruction are all off the table. In fact, it's probably for the best if ramp is kept to the bare minimum, since a large part of the format's identity is bound up in the 5 very specific lands that everyone gets and the sequencing decisions that they produce. I might make an exception for Greenside Watcher, since it has an interesting interaction with Basilisk's Gate... but that's pretty much it.Also, like, you can guarantee yourself a 3-drop on T2, a 4-drop on T3, and a 5-drop on T5, so it's not like you really need to worry about mana.
What's Our Curve Like?
Due to the guaranteed mana, we don't really want to run anything at MV 6+, but we can be way heavier on the 4s and 5s than we normally could. Which is honestly kinda nice for a Timmy-ish format. That said, thanks to Basilisk's Gate, we have a colorless Sorcery-speed Mammoth Growth sitting in our hands at all times. This really powers up our 1- and 2-drops, since we can effectively always sequence them with another card. As a result, our 3s, 4s, and 5s should probably sit at the higher end of our power band to compensate for that.The Dawn of Gate Tribal?
I'm going to level with you... as weird as it seems, this format probably won't be running very many gate-tribal cards. Now, that might seem weird, but the issue is that a lot of them either tutor up gates (which doesn't work, since the decks don't have lands in them), care about gates entering the battlefield (which will happen at most twice for both of the cards that do), or cost 6+ mana.Of the remaining cards, they're mostly lackluster (Opal Lake Gatekeeper is a 2/4 visionary for ) or absolutely bonkers (Gatebreaker Ram is a 4/4 vigilance trampler on T2 that can swing in as a 10/10 vigilance trampler by T4), with very little middle ground. As a result, we're unfortunately going to have to save our gate synergies for our mana base.
Beyond The Gates
The fact that I used Gates for this has more to do with Basilisk's Gate than anything else — this general idea should work with any pile of lands that offers interesting sequencing decisions. Gates just happen to offer:*) Three tap-lands, which help make ordering important.
*) A wide array of colors (two duals, a gold land, and a Reflecting Pool)
*) A cheap-ish mana sink that doesn't require sacrificing the land.
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