[GTC-ICD]-Gateway Shade

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Gateway Shade- (Uncommon)
Creature - Shade
: Gateway Shade gets +1/+1 until end of turn.
Tap an untapped Gate you control: Gateway Shade gets +2/+2 until end of turn.

--mtalmuzicfan...
...posts an ICD, how unusual >_>
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Decent in Limited I suppose. Loving the art though.

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Happy to see more gate-loving, although having this card will probably lure you into overdrafting and overplaying gates.
I reel in sadistic joy each time I see the flavor-team desperately bend over backwards to try and justify cards that draw their power from the swivel part of a picket fence.

3,000th post: September 5, 2010 4,000th post: March 24, 2012

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Snapcaster Mage is the best card of all time. How do you deal?

Not a bad late pick for limited, but nothing too fantastic. 
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IMO Perilous Shadow is much, much better, but this is okay I guess...
Standard Pauper! (play it on MTGO)
Love Shades in general, it's nice to see one that costs less than 4 cmc again.  I don't like playing Gates, but this is a decent draft pick if you're heavily black.  I do wish it had a bit more toughness tho.     
It probably won't be worth building around in Gatecrash limited, but all the little gate cards can make a pretty nifty gate deck once we start draftin RTR-GTC-DMZ!

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192884403 wrote:
surely one can't say complex conditional passive language is bad grammar ?
non-evasive shades are generally unexciting and this one is no exception.
Id say this is the best of the Gate-themed creatures but its still kinda meh.
what exactly are shades? they pretty much like spirits?

~Your either my puppet or my matchstick~

color preferences (1st is fav and so on):

198732583 wrote:
Oh Ajani seems to like Elpheth's milk, meow.
It probably won't be worth building around in Gatecrash limited, but all the little gate cards can make a pretty nifty gate deck once we start draftin RTR-GTC-DMZ!


There are fewer gates in the whole block combined (unless there are gates in DMZ, which I doubt) and fewer opportunities to grab this.
If this exists as a deck, it'll be in GTC limited. 

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quotes
56819178 wrote:
So, how would I use a card that has a large in the top half and "sui?l? -- pu?? ?is?q" across the middle?
57031358 wrote:
99113151 wrote:
Winning is not important if: 1. You win by a blowout. 2. You pay billions of dollars in cards to win. If you like wasting money just to win one game, while you could have saved it to lose a few and end up winning more in the future, then it is fine by me.
what? do you ceremonially light your deck on fire after a win?
57169958 wrote:
Or did no one notice Transmogrifying Licid before. (And by not notice, I mean covered their ears and shouted LA LA LA LA )
57193048 wrote:
57169958 wrote:
Hmmm... I think the most awkward situation at the moment is simply the Myr Welder / Equipment / Licid / Aura craziness, but I'm pretty sure he's aware of it.
If the most awkward thing going on right now involves Licids, I declare victory.
56287226 wrote:
We regret to inform you of Trevor Kidd's untimely demise in an unfortunate accident involving a mysteriously blown breaker box and a photophobic creature of unknown origin at his home near Renton, Washington. We at the Wizards Community apologize for any inconvenience or delay, and assure you we'll be preparing a replacement to assume his duties as soon as we finish warming up the cloning vats.
[02:47:46] It doesn't merely "come out of suspend" - you take the last time counter off, and then suspend triggers and say "now cast that! CAST IT NOOOOOW!" [02:47:49] Because suspend has no indoors voice
[10:11:33] !opalescence [10:11:33] Opalescence {2WW} |Enchantment| Each other non-Aura enchantment is a creature with power and toughness each equal to its converted mana cost. It's still an enchantment. · Reserved,UD-R,Vin,Leg,Cla,USBC [10:11:51] *sigh* [10:12:10] Otecko: Do you have a question about Opalescence? [10:12:17] sure [10:12:23] $10 on humility interaction [10:12:25] :P [10:12:29] :D [10:12:47] humility + opalescence put into play by replenish
Ego
58325628 wrote:
Mage is awesome, BTW.
56967858 wrote:
Dear Mage24365, You are totally awesome. Thank you so much. I hope you are able to dine in Paradise without kicking the bucket to actually get there, and that every dollar you ever make magically becomes two more.
58158398 wrote:
56761258 wrote:
I don't think there are any cards like that. There are things that prevent you from activating activated abilities, things that increase their cost, and things that counter them, but I don't think anything triggers from them specifically. There are things that trigger from targeting, so that might be relevant, but I can't think of anything that triggers from targeting a player. I'm almost positive there's nothing that triggers from damage being prevented.
Rings of Brighthearth; Dormant Gomazoa; Samite Ministration.
56761258 wrote:
Well played.

 

Artwork is awesome and for a shade it's not bad.
I have 2 things to say.

1. easy pump creatures are always relavent in limited. Late game it is suddenly a bomb.

2. if you have a gate its a 2 for 1 pump.

neat.
I have 2 things to say.

1. easy pump creatures are always relavent in limited. Late game it is suddenly a bomb.

2. if you have a gate its a 2 for 1 pump.

neat.


Only problem is that it requires lots of :B:, which isn't great in a multicolor set that rewards you for going 2, 3, 4, or 5 colors. Perilous Shadow will grow bigger than this ever will in limited in all likelyhood. Gates aren't that common either.
Standard Pauper! (play it on MTGO)
This should be a fine card in Gatecrash. It isn't as good as it would be in a core set, for example, since you really can't rely on having that much black mana, but it should be a fine role player in this set. You'll probably be able to pump this 2 or 3 times in most cases, with a random gate sometimes bumping you up to a 5/5 for a 6/6. I like Perilous Shadow better, but he should be decent, especially in the Orzhov deck, which will probably want a lot of cheap mana sinks anyway.
IMAGE(http://images.community.wizards.com/community.wizards.com/user/blitzschnell/0a90721d221e50e5755af156c179fe51.jpg?v=90000) Check out Ars Arcanum, my stat based series on Magic Limited, over at PureMTGO. Here is a link to the archive: http://goo.gl/Zvh6Q
The art is sweet, and the flavor is very nice, but it's decent at best.
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147048523 wrote:
"I don't like X, they should remove it." "I like X, they should keep it." "They should replace X with Y." "Anybody that likes X is dumb. Y is better." "Why don't they include both X and Y." "Yeah, everybody can be happy then!" "But I don't like X, they should remove it." "X really needs to be replaced with Y." "But they can include both X and Y." "But I don't like X, they need to remove it." "Remove X, I don't like it." Repeat. Obstinance?
56790678 wrote:
Until you've had an in-law tell you your choice of game was stupid, and just Warcraft on paper, and dumbed down for dumber players who can't handle a real RPG, you haven't lived. You haven't lived.
56902498 wrote:
Lady and gentlemen.... I present to you the Edition War without Contrition, the War of the Web, the Mighty Match-up! We're using standard edition war rules. No posts of substance. Do not read the other person's posts with comprehension. Make frequent comparison to video games, MMOs, and CCGs. Use the words "fallacy" and "straw man", incorrectly and often. Passive aggressiveness gets you extra points and asking misleading and inflammatory questions is mandatory. If you're getting tired, just declare victory and leave the thread. Wait for the buzzer... and.... One, two, three, four, I declare Edition War Five, six, seven eight, I use the web to Go!
57062508 wrote:
D&D should not return to the days of blindfolding the DM and players. No tips on encounter power? No mention of expected party roles? No true meaning of level due to different level charts or tiered classes? Please, let's not sacrifice clear, helpful rules guidelines in favour of catering to the delicate sensibilities of the few who have problems with the ascetics of anything other than what they are familiar with.
56760448 wrote:
Just a quick note on the MMORPG as an insult comparison... MMORPGs, raking in money by the dumptruck full. Many options, tons of fans across many audiences, massive resources allocated to development. TTRPGs, dying product. Squeaking out an existence that relys on low cost. Fans fit primarily into a few small demographics. R&D budgets small, often rushed to market and patched after deployment. You're not really making much of an argument when you compare something to a MMORPG and assume people think that means bad. Lets face it, they make the money, have the audience and the budget. We here on this board are fans of TTRPGs but lets not try to pretend none of us play MMORPGs.
90571711 wrote:
Adding options at the system level is good. Adding options at the table level is hard. Removing options at the system level is bad. Removing options at the table level is easy. This is not complicated.
57333888 wrote:
112760109 wrote:
56902838 wrote:
Something like Tactical Shift is more magical than martial healing.
Telling someone to move over a few feet is magical now? :| I weep for this generation.
Given the laziness and morbid obsesity amongst D&Ders, being able to convince someone to get on their feet, do some heavy exercise, and use their words to make them be healthier must seem magical.
158710691 wrote:
D&D definitely improves mental health; Just as long as you stay away from these forums ;)
I know it's technically better than Looming Shade, but ehh.  I don't care much for it, tbh.  I'd prefer Looming Shade for flavor purposes (and so as not to waste an uncommon slot).
Favorite set: Arabian Nights Favorite planeswalker: Taysir, the One Made of Five Favorite book cycle: Ice Age Favorite creature type(s): Elephant (W), Minotaur (R), Shade (B), Spider (G), Cephalid (U) Myr (Artifact) Pauper: Monoblack Control Modern: Zombie Tribal; Unyaro Stax Cube: The Moons of Mirrodin
I have 2 things to say.

1. easy pump creatures are always relavent in limited. Late game it is suddenly a bomb.

2. if you have a gate its a 2 for 1 pump.

neat.


Only problem is that it requires lots of :B:, which isn't great in a multicolor set that rewards you for going 2, 3, 4, or 5 colors. Perilous Shadow will grow bigger than this ever will in limited in all likelyhood. Gates aren't that common either.



I completely agree with your logic. I'm not saying it is a 1st pick, but it is semingly and diceptively better then discribed by others.

For instance, you playing 3-4 colors you may have 2 gates that don't produce the black (which could happen) now those gates have added value and I always like making my opponent have to think about extra things.

In no way am I arguing with you but I still stand by my point that it can (not will always) be a late game bomb.

Hey at least it's not Bellows Lizard
I have 2 things to say.

1. easy pump creatures are always relavent in limited. Late game it is suddenly a bomb.

2. if you have a gate its a 2 for 1 pump.

neat.


Only problem is that it requires lots of :B:, which isn't great in a multicolor set that rewards you for going 2, 3, 4, or 5 colors. Perilous Shadow will grow bigger than this ever will in limited in all likelyhood. Gates aren't that common either.


the only problem with perilous shadow is that it requires 2 mana which makes it more inflexible, i'd rather pay 1 for +1/+1 but that's just me, shadow and this guy (also liliana's shade) both have their advantages and drawbacks

~Your either my puppet or my matchstick~

color preferences (1st is fav and so on):

198732583 wrote:
Oh Ajani seems to like Elpheth's milk, meow.
Perilous shadow can use your non-black-producing lands.

This card is "Meh" on a scale from Wow to Meh. 

Nantuko Shade sets the bar.
This card doesn't even qualify for the tournament. 
what exactly are shades? they pretty much like spirits?



Basically. That's how Dante used the term, for instance.

But as shades go, this one is...

Shades work on two levels: Evasion and surprise ritual = black Giant Growth. This one does neither. That said, it is small enough to use Goblin Tunneler if need be.
139359831 wrote:
Clever deduction Watson! Maybe you can explain why Supergirl is trying to kill me.
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(Gate mana): Better shade ability.

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Are you making a casual mill deck? Please read.
Control is the key of a mill deck. You should free up your mana as much as possible so that you can respond to whatever your opponent is doing. Having some way to remove threats, both real and percieved, is necessary to survival. Real threats are those that are already on the field, and are something a simple unsummon or doom blade can remove. Percieved threats are those that aren't on the field, something a simple duress or counterspell can deal with. Controlling the board will allow your mill deck to continuously perform, if you use permanent style mill, that is. One-Shot Mill spells are something you should avoid. You can toss tome scours at your opponent until your hand runs out, but that isn't going to be enough to mill them to death. With 1-shot mill spells, like tome scour, you have to treat them like burn spells. Therefore, the only "good" 1-shot mill spells are sanity grinding (in the right deck) and mind funeral. Try to find more permanent styles of milling, like memory erosion, hedron crab, and curse of the bloody tome, so that you don't have to waste your mana each turn doing something that those permanents can do with a single mana/turn investment. Keeping your mana open allows you to respond with control elements. ​Traumatize Rant​. Traumatize is a terrible card for a multitude of reasons. First, it costs 5 to cast, which is a large investment for a mill deck. Milling half a library sounds neat, but if you do the math, it really isn't that much. An average 60 card deck starts with drawing 7 cards. Then, barring any draw spells on their end, or ramp on yours, 5 turns will go by, where they draw 5 more cards, leaving 48 in the deck. Unless they had a deck with more than 60 cards, or you ramped it out, the most you'll ever mill with a single Traumatize on turn 5 is 24 cards. That's not too shabby, but hang on, there's more! If they drew any additional cards or if they were milled before turn 5, that number will be much lower. In addition, any more Traumatize's you draw will only mill less and less as the game goes on...which is the point of a mill deck. My whole point on Traumatize is the it is NOT worth the 5 mana investment, not even with haunting echoes. You can mill more than 24 before turn 5...which you can then cast the echoes. If you look at a mill deck like a burn deck, you'll notice that it takes longer to win with mill than with burn. For example, lightning bolt costs 1 and does 3 out of the 20 damage needed to win (barring any lifegain or damage prevention). For mill, that same investment of 1 would have to mill 9 cards out of an average 60 card deck to be the equivilent of lightning bolt. The problem is that there is no mill card that can do that...except hedron crab, over a period of time. The initial investment of 1 will pay off in 3 more land drops to make the crab equal to a bolt. However, the crab nets you more mill beyond those 3 land drops, making it better as the game draws on. Other cards, like curse of the bloody tome, are excellent ways of milling an opponent because the initial investment of is all you have to pay in order to put your opponent on a clock. All you have to do is stay alive, which is the true goal of a mill strategy. There are other ideas for mill decks that are specific to certain types of strategies. Combo mill decks can mill an entire player's library out from under them. Secondary mill strategies are usually tied to another strategy, like drowner of secrets in a merfolk deck, or halimar excavator in an ally deck. Milling can be done in certain decks that are able to ramp out enough mana to make use of the higher costing mill spells, like using 16 post to pay for X on sands of delirium or for ambassador laquatus. Multiplayer mill decks are even tougher to build, but can be done. Being a slower environment, it is easier to ramp in multiplayer, allowing for big X spells, like mind grind, to be useful. Consuming aberration is another star player. The more straightforward strategy is to use mesmeric orb and dreamborn muse while being the only deck at the table that can deal with it. There are always new strategies coming out with each set, so check gatherer for any new mill cards that you find to be the most fun for you! Now you can say that you haven't fallen into the trap that most new players fall into when they build their first mill deck!
The BASIC SHADE should just have been 1/1 for 2.
Then 2/1 for 3. 
Just awful.

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