









Overview:
This five-color Gates deck helmed by Codie, Vociferous Codex focuses on assembling 10 differently named Gates to win via Maze's End, supported by alternative win conditions like Approach of the Second Sun and Crackling Perimeter. Codie enables explosive mana generation and spell recursion/cascading via its ability to cheat out instants/sorceries, while the deck leverages extensive land tutoring (Scapeshift, Hour of Promise, Circuitous Route) and Gate synergies (Guild Summit, Basilisk Gate). The strategy emphasizes incremental value through landfall triggers (Field of the Dead, Tiller Engine) and spell recursion (Mizzix's Mastery, Mnemonic Deluge).
Primer:
Core Strategy Execution:
- Early Setup (Turns 1-4):
- Cast Codie ASAP using mana dorks/rocks (though notably absent from the list). Prioritize land tutors like Sylvan Scrying, Gatecreeper Vine, and Open the Gates to assemble Gates.
- Activate Codie's ability to cascade into key spells like Growth Spiral or Eureka Moment while fueling graveyard recursion targets.
Midgame Ramp (Turns 5-7):
- Resolve mass land tutors (Reshape the Earth, Hour of Promise) to flood the board with Gates. Use Gond Gate to bypass tapped land drawbacks.
- Generate card advantage with Guild Summit and Urban Evolution, digging for win conditions or interaction.
Win Condition Execution:
- Maze's End: Tutor missing Gates via Circuitous Route/Reap and Sow and activate Maze's End's ability.
- Approach of the Second Sun: Cast with Codie's mana acceleration, then recur/dig using Personal Tutor or Mystical Tutor.
- Combat/Alternative: Use Field of the Dead zombies buffed by Basilisk Gate or Crackling Perimeter pings.
Mulligan Priorities:
- Keep hands with 3+ lands, at least one Gate tutor (e.g., Gatecreeper Vine), and a mana source for Codie.
- Prioritize hands with early interaction (Abrupt Decay, Force of Negation) against aggressive metas.
- Avoid hands lacking green mana or land-search capabilities.
Key Tips:
- Use Thespian's Stage to copy Maze's End for redundancy or Field of the Dead for extra triggers.
- Leyline of the Guildpact turns all Gates into all basic land types, enabling Domain synergies and fixing.
- Emergent Ultimatum can fetch Approach of the Second Sun, Cyclonic Rift, and Merciless Eviction for guaranteed value.
Weaknesses:
Critical
- Land Destruction: Blood Moon, Back to Basics, or Demolition Field cripple the Gate engine.
- Speed: Struggles against decks that win before Turn 8-10.
- Counterplay on Maze's End: Pithing Needle or land exile effects nullify the primary win condition.
Moderate
- Graveyard Hate: Rest in Peace disrupts Mizzix's Mastery/Rise from the Tides.
- Tax Effects: Thalia, Guardian of Thrax slows critical land-tutoring sorceries.
Minor
- Creature Pressure: Limited blockers make early aggression problematic, though fog effects (Commencement of Festivities) mitigate this.
- Artifact/Enchantment Removal: Hits Expedition Map/Leyline of the Guildpact but doesn’t cripple the core plan.
Most Important Cards:
- Maze's End (Primary win condition)
- Codie, Vociferous Codex (Mana engine/spell accelerator)
- Guild Summit (Card draw engine)
- Scapeshift (Instant-speed Gate tutor)
- Reshape the Earth (Mass land ramp)
- Approach of the Second Sun (Alternative win condition)
- Field of the Dead (Value engine/alternative win)
- Cyclonic Rift (Board reset/protection)
- Gond Gate (Untapped Gates enabler)
- Emergent Ultimatum (Tutor + value generator)
Attribute Ratings:
Speed: 4/10
- Wins typically around Turns 8-10 via Maze's End or Approach, slowed by tapped Gates and setup requirements.
Resilience: 5/10
- Limited protection for key lands but has recursion (Regrowth, Echoing Deeps) and counterspells. Struggles to recover from repeated land destruction.
Consistency: 7/10
- 14+ land tutors and ample card draw ensure Gate assembly, but win conditions are linear and容易被干扰.
Interaction: 6/10
- Packed with targeted removal (Assassin's Trophy, Dreadbore) and board wipes (Merciless Eviction), but lacks stack interaction beyond Pact of Negation.
Rating Justification:
This deck operates as a focused casual build with a clear T8-10 win plan through land synergy, but its reliance on vulnerable permanents and slow clock cap its power. While consistent and interactive, it lacks the speed and redundancy of optimized lists.
Power level: 4.0 - 4.5
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