









Overview:
This five-color Gates/Towns deck leverages land synergy to control the board and win through multiple avenues: Maze's End victory, massive Debt to the Deathless life drain, overwhelming combat via Basilisk Gate, or token swarms with Scute Swarm. The commander, The Wandering Minstrel, accelerates the strategy by untapping Gates and enabling Towns-based token generation/combat buffs. Crucially, it relies on nonbasic land tutors and landfall synergies to assemble critical pieces like Gond Gate and Maze's End, while using stax elements like Ghostly Prison and Propaganda to survive.
Primer:
Core Strategy Execution:
- Early Setup (Turns 1-4): Prioritize ramp (Sol Ring, Burgeoning, Azusa, Lost but Seeking) and Gate/Town tutors (Open the Gates, Sylvan Scrying, Gatecreeper Vine). Fetch Gond Gate immediately to untap all Gates. Establish card draw engines like Guild Summit or Smothering Tithe.
- Midgame Development (Turns 5-7): Deploy key enablers like Dryad of the Ilysian Grove or Seedborn Muse. Use mass land search (Scapeshift, Reshape the Earth, Cultivator Colossus) to rapidly assemble 10+ Gates/Towns. Protect critical lands with Terra Eternal or Teferi's Protection.
- Win Condition Execution (Turns 7-9+):
- Maze's End: Activate once 10+ unique Gates are controlled.
- Combat: Pump creatures exponentially with Basilisk Gate or The Wandering Minstrel's ability. Use Bearer of the Heavens as a deterrent/win enabler.
- Life Drain: Cast Debt to the Deathless with X=10+ for lethal.
- Tokens: Overwhelm with Scute Swarm/Sage of the Maze tokens amplified by Hold the Gates.
Mulligan Priorities:
- Keep hands with 2-3 lands, including at least one Gate/Town and a green source.
- Prioritize early ramp (Sol Ring, Burgeoning) or a land tutor (Sylvan Scrying, Expedition Map).
- Look for Gond Gate or a tutor for it.
- Avoid hands lacking land acceleration or color fixing.
Key Tips:
- Sequence Lands Intelligently: Play Gond Gate before other Gates to ensure they enter untapped. Use Thespian's Stage to copy Maze's End or utility lands.
- Protect Critical Pieces: Save counterspells (Counterspell, Negate) or hexproof (Lazotep Plating) for Maze's End activation or land destruction targeting Gates.
- Exploit Landfall Synergies: Cultivator Colossus + Dryad of the Ilysian Grove/Azusa allows dumping your entire library. Pair with Abundance to guarantee land draws.
- Stall Aggro: Use Ghostly Prison, Propaganda, and Maze of Ith to deter attacks while assembling Gates.
Weaknesses:
Critical
- Land Destruction/Nonbasic Hate: Blood Moon, Back to Basics, or Armageddon cripple the mana base and strategy. The deck lacks answers to widespread LD.
- Assassin's Trophy/Field of Ruin Effects: Targeted land removal on Maze's End or Gond Gate sets the deck back drastically.
- Opposition Agent: Shuts off land tutors and Realms Uncharted, severely disrupting consistency.
Moderate
- Graveyard Hate: Rest in Peace or Leyline of the Void disrupts recursion (Crucible of Worlds, Wrenn and Seven's ultimate).
- Rule of Law Effects: Limits multiple land plays per turn, slowing the engine.
- Fast Combo Decks: Struggles to interact meaningfully before T6-7 against decks winning earlier.
Minor
- Mana Base Clunkiness: Heavy reliance on tapped Gates can delay early plays despite Gond Gate.
- Limited Creature Removal: Relies on inefficient options like Pongify or Generous Gift for key threats.
Most Important Cards:
- Gond Gate (Untaps all Gates, critical for tempo)
- Maze's End (Primary win condition)
- Dryad of the Ilysian Grove (Land drops, fixing, enables Cultivator Colossus)
- Scapeshift (Mass land tutor enabling Maze's End win)
- Basilisk Gate (Combat win enabler)
- Cultivator Colossus (Explosive land deployment/draw engine)
- Reshape the Earth (Fetches 10 lands, enables Maze's End)
- Guild Summit (Card draw engine tied to Gates)
- Tempt with Discovery (Accelerates Gates/Towns)
- Teferi's Protection (Protects lands/board from wipes)
Attribute Ratings:
Speed: 6/10
- Can win via Maze's End or Debt to the Deathless around turns 7-9 with optimal draws, but relies heavily on resolving slow sorceries and lacks fast mana.
Resilience: 5/10
- Has recursion (Crucible of Worlds, Wrenn and Seven) and protection (hexproof, counterspells), but folds to land hate and struggles to recover from early disruption.
Consistency: 7/10
- Abundant land tutors (12+), card draw from Gates, and redundancy in ramp ensure reliable access to key pieces.
Interaction: 5/10
- Features targeted removal and counterspells, but lacks board wipes beyond Farewell/Blasphemous Act and has minimal stack interaction for early combos.
Rating Justification:
The deck demonstrates strong consistency and a clear T7-9 win potential through Maze's End or combat, placing it in the Optimized Casual tier. However, its vulnerability to land disruption and slower speed compared to dedicated combo decks caps its ceiling. Resilience issues prevent higher ratings despite solid synergy.
Power level: 5.0 - 5.5
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