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Moxonomy

Azorius Guildgate

Land — Gate

The bargain is right there in the first line: you trade a tempo for a guaranteed second color, no questions asked. The Gate cycle codified a fixing baseline that runs underneath every dual-land conversation, the price floor against which every shockland, painland, and check-land gets measured. Where those premium duals pay extra (life, a basic-type requirement, a turn of conditional untapping) to come down ready, the Guildgate pays the simplest currency a land has: it always enters tapped, full stop. That unconditional tap is the whole cost, and it makes the card legible in a way the conditional duals never are. There is no sequencing puzzle, no life-total math, no "do I have a basic out" check; you know on turn one exactly what every Guildgate in your deck will do. The Gate subtype later picked up incidental relevance through cards that count Gates or reward controlling them, which gives this otherwise plain fixer a tribal hook most fixing lands never get. But the design itself is deliberately unexciting, and that is the point: it is the version of two-color fixing built to be cheap, available, and impossible to misplay, the rate you accept when you are not willing to pay anything sharper than a single tapped turn.

Azorius Guildgate (rvr)
RVR · #396common
Pricing
Normal: $0.34
Foil: $0.38
Oracle Text

Rules text

This land enters tapped. Tap: Add White mana or Blue mana.
Legalities

Format Status

Standard
Legal
Pioneer
Legal
Modern
Legal
Legacy
Legal
Vintage
Legal
Commander
Legal
Pauper
Legal
Brawl
Legal
Historic
Legal
Alchemy
Legal
Timeless
Legal
Standard Brawl
Legal
More formats
Old School
N/A
Premodern
N/A
PreDH
N/A
Pauper Commander
Legal
Oathbreaker
Legal
Gladiator
Legal
Penny Dreadful
Legal
Duel Commander
Legal
Future Standard
Legal
COMPETITIVEBRAWL
Legal
TLR
Legal
Printings elsewhere

Other printings

13 sets
Show all 13 other printings
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