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Moxonomy

Selesnya Guildgate

Land — Gate

The cost of fixing two colors with zero deckbuilding thought is exactly one tempo, paid up front and every single time. The Guildgate cycle takes the dual-land question down to its floor: it produces both of its colors, asks nothing in return, and pays for that flexibility with the entering-tapped clause, full stop. There is no shockland life payment to dodge, no basic-land type to fetch, no battleland conditional that turns it on or off. It enters tapped because that is the entire price, and the design holds the line on that price with no exceptions. The Gate subtype, idle on its own here, is the one hook that distinguishes these from the long line of taplands that came before: a few cards reward you for naming the lands as Gates rather than as generic duals, which is the only reason to run these over functionally identical alternatives. As fixing, it is honest and unglamorous work: the kind of land you reach for when you want a green-white source and the speed of your deck can absorb a turn spent doing nothing but developing mana. Everything that competes with it is faster, more conditional, or more expensive; the Guildgate sits at the bottom of the curve where the trade is simply tempo for certainty.

Selesnya Guildgate (rvr)
RVR · #286common
Pricing
Normal: $0.37
Foil: $0.32
Oracle Text

Rules text

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