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Moxonomy

Rakdos Guildgate

Land — Gate

The Gate cycle exists to do one job and price it transparently: fix two colors of mana at zero cost, and pay for that fixing with a guaranteed turn of entering tapped. There is no scry, no lifegain rider, no fetchable subtype to soften the deal; the only thing it adds beyond a tapland's color flexibility is the Gate type, a hook for the handful of cards that count Gates as a deckbuilding payoff. That makes this a study in opportunity cost reduced to its simplest terms. The tempo loss is the whole price, and whether it is worth paying depends entirely on how much the deck cares about hitting black and red on curve versus playing untapped on turn one. In a vacuum it sits at the bottom of the dual-land hierarchy, below the painlands, the shocklands, and anything that enters untapped under conditions. Its honesty is the point: a player who runs it knows exactly what they are getting and exactly what they are giving up, with none of the conditional text that makes higher-tier duals reward sequencing. The Gate subtype is the lone wrinkle that elevates it past pure budget fixing, turning an otherwise replaceable tapland into a build-around enabler the moment a card asks how many Gates you control.

Rakdos Guildgate (rvr)
RVR · #408common
Pricing
Normal: $0.30
Foil: $0.38
Oracle Text

Rules text

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