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Moxonomy

Orzhov Guildgate

Land — Gate

The Guildgate cycle is the most conservative dual-land design Wizards has ever standardized: enters tapped, taps for two specific colors, no upside and no downside beyond the lost tempo. That tap clause is the entire price, and it is a steep one for any deck with something to do on turn one. What the Guildgate buys with it is reliability and synergy hooks. A land that always produces both halves of its guild's colors, no life payment, no shockland choice, no basic-type fragility, is exactly what a low-pressure manabase wants. The Gate subtype is the quiet other half of the design: it gives later sets something to reward, turning what would otherwise be filler fixing into a payoff for cards that count Gates or fetch them. For Orzhov specifically, the white-and-black pairing has always leaned toward grindy, attrition-minded play where a turn of tapped-out tempo costs the least, which makes this the guild where the Guildgate's slow entry hurts the least and its consistency matters the most. It sits at the floor of the dual-land power curve on purpose: the budget, always-available baseline against which every painland, shockland, and triome gets measured.

Orzhov Guildgate (rna)
RNA · #253common
Pricing
Normal: $0.12
Foil: $0.38
Oracle Text

Rules text

This land enters tapped. Tap: Add White mana or Black 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

14 sets
Show all 14 other printings
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