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Moxonomy

Simic Guildgate

Land — Gate

The deal Wizards offers with every Guildgate is plain: a guaranteed two-color tap in exchange for a turn of tempo. The land always enters tapped, no clause to unstick it, no battle-land condition to satisfy, no surveil trigger to soften the blow. That tax is the entire design, and it places this dual at the bottom of the fixing hierarchy on purpose. A green-blue mana source that costs nothing to play but always costs a tempo step is the floor that more expensive fixing (the shocklands, the painlands, the slow-fetch duals) is priced above. What the Gate type buys back is a payoff axis the bare fixing never had: a small family of cards that count Gates or reward controlling them turns a deliberately weak land into a build-around resource. Outside those decks it does the most honest thing a land can do, which is enter tapped and produce one of two colors when you need it. There is no upside hidden in the rate and no trick in the timing; the value is in costing zero cards and asking only that you sequence it on a turn you can afford to fall a step behind.

Simic Guildgate (war)
WAR · #274common
Pricing
Normal: $0.17
Foil:
Oracle Text

Rules text

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

17 sets
Show all 17 other printings
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