Dragon Gate

Dragon Gate by amuseum

105 cards in Multiverse

43 commons, 23 uncommons, 20 rares, 19 mythics

5 colourless, 17 white, 16 blue, 13 black, 12 red,
12 green, 27 multicolour, 1 artifact, 2 land

55 comments total

Suspicious portal appears on Dominaria

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Mechanics | Themes

Dragon Gate:

A suspicious portal appears on Dominaria

When Sarkhan of Tarkir traveled back to the past, it created a rift in the center of the multiverse, Dominaria.

Plot points:

Planeswalkers appearances:

Tarkir

Nexus

Dominaria

Card Distribution:

Dragon Gate is three mini-sets in one: Dominaria, Tarkir, and Nexus. Drafting officially is Tarkir/Nexus/Dom., but each mini-set can also be drafted alone or with each other in any combination.

Entire set has 462 cards. Each mini-set has 149 cards. Mini-set rarity break down: 10 mythic, 31 rare, 48 uncommon, 60 common. Special land sheet: 20 basic, 10 tapland

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Recently active cards: (all recent activity)

 M 
Scene – Tarkir
Any player may spend mana as though it were mana of any color to cast multicolor spells.
Some magic may be forbidden, but not forgotten.
4 comments
last 2017-10-30 08:48:35 by SecretInfiltrator
 M 
Scene – Tarkir
Dragon spells cost {1} less to cast.

Creature spells with flying cost {1} less to cast.
The tyranny of aerial kings begins anew.
1 comment
2017-04-29 02:36:04 by amuseum
 M 
Scene – Dominaria
Whenever a creature enters the battlefield, its controller sacrifices a creature unless e pays 1 life.
The Burning Isles is a volcanic archipelago and one of the original homes of the nightstalkers. Two of the main islands are Urborg and Bogardan.
1 comment
2017-04-29 02:44:02 by amuseum
{6}
 
 M 
Scene – Dominaria
{4}: You may choose a card with classic frame you own from outside the game or in exile, reveal that card, and put it into your hand. Any player may play this ability.
Archaeological efforts occasionally unearth ancient illegible scrolls.
3 comments
last 2017-04-29 13:12:54 by Alex
 M 
Scene – Dominaria
At the beginning of each player's upkeep, that player may search er library for a basic land card, reveal it, and put it into er hand. Then that e shuffles er library.
With the mana links restored, Dominaria is once again the nexus of the multiverse.
1 comment
2017-04-29 02:05:49 by amuseum

Recent comments: (all recent activity)
On Temur Frontier:

Except that using a land drop is not mentioned in the parallel rules write-up of Temur Frontier neither is the world rule - and those have mana costs, but also have a destiny value.

There are two mutually exclusive sets of explantions and each set explains parts of this and neither explains this fully without contradicting the card.


One of the design weaknesses of world enchantments was that they forced themselves to be symmetric. This is an effect you usually wouldn't want to pay to give your opponent access to on an enchantment, but on a scene/world enchantment it suddenly becomes better design?

In my personal rules I have applied the philosophy of the recent change to the legend rule/planeswalker rule (every one gets to have one) to any uniqueness rule (the world rule and any custom type uniqueness rules).

On Temur Frontier:

Eh; I the intent was pretty clear: "Scenes are enchant worlds that additionally use your land drop"

On Temur Frontier:

­Sarpadia says "Scene is new permanent card type. It is played whenever a land can be played and uses up a land drop. Scenes have no mana cost, and do not generate mana."

That's the first line I read when following that link. So what do the mana symbols do in the top right corner.

I also don't think it's a good idea to introduce two permanent types with different rules but the same name across two sets even if you keep the sets separate, but this seems clearly also not a damageable permanent like Modern Metropolis apparently is.

Really, I check out different versions of this card type across the site and none fits exactly to this card. I think you should create a detail page for this set explaining card types you use in the set a person knowing only the comprehensive rules can learn from - and make sure it fits to the cards you put in the set.

On Baatpo, Unruly Instigator:

Baatpo is the most Goblinest planeswalker.

On Uniform Sliver:
On Uniform Sliver:

Just want to make sure I understand this right. To me, this means:

  • One Uniform Sliver is a 2/2.
  • Two Uniform Slivers are 3/3s.
  • Two Uniform Slivers and a Poultice Sliver would be two 3/3s and a 2/2.
  • Three Uniform Slivers and two Poultice Slivers would be three 4/4s and two 3/3s.

Yes?

On Mana Flow:

Very glad you like it. I mostly work in Melvin mindset. But this set is truly the first time I develop mechanics that tell a story. It's a refreshing and satisfying experience.

On Mana Flow:

Ooh, "Defy" is a very pleasingly flavourful mechanic. The Temur clan defying the Atarka brood by using blue mana illicitly. Tells a whole story, evokes the whole thousand-year history of the Khanfall, all with four well-chosen letters and eight simple mechanical words. Nicely done, sir.

On Kithkin Paladin:

Even a little observation past the shallow impression can tell you conjoin is the opposite of banding.

• Banding = multiple creatures block one creature
• Conjoin = one creature blocks multiple creatures

• Banding = only during combat
• Conjoin = perpetual

• Banding = susceptible to earthquake
• Conjoin = susceptible to single target

• Banding = don't share abilities
• Conjoin = aggregates abilities

• Banding = white only
• Conjoin = all colors

• Banding = total toughness minus 1 per creature
• Conjoin = total toughness plus more per creature

On Kithkin Paladin:

the characteristics of conjoined creature is aggregate of all its members.

(All recent activity)
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