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Moxonomy

Gruul Guildgate

Land — Gate

The tradeoff is the entire bargain: you give up a turn of tempo by entering tapped, and in exchange you get a dual-color source with no life cost, no basic-land-type requirement, and no shocking yourself for the privilege. The Gate cycle is the budget tier of two-color fixing, the rate you accept when speed is not the constraint and your deck can absorb a land that does nothing the turn it arrives. What separates this design from earlier always-tapped duals like the karoo bouncelands or the original tapped duals is how little it tries to do beyond fixing: no scry, no life gain, no bounce, no mana symbols stapled to a cycling cost. It is fixing stripped to the studs, with the Gate subtype as the one hook the design leaves open for cards that care about Gates specifically. For Gruul, a color pair built around early aggression, the tapped clause cuts against the deck's whole reason for existing, which is the quiet irony that makes this the least comfortable member of its own cycle. The land is honest about what it is: cheap, reliable red-green mana for anyone who can afford to lose the tempo, and nothing more.

Gruul Guildgate (dgm)
DGM · #150common
Pricing
Normal: $0.16
Foil: $0.55
Oracle Text

Rules text

This land enters tapped. Tap: Add Red mana or Green 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

12 sets
Show all 12 other printings
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