Gruul Guildgate
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.

Rules text
Format Status
More formatsFewer formats
Other printings
- Pioneer Masters#264
- The List#RNA-249
- Foundations#690
- Ravnica Remastered#279
- Ravnica Remastered#403
- Zendikar Rising Commander#130
- Ravnica Allegiance#249
- Ravnica Allegiance#250











