Dragon Gate
Dragon Gate by amuseum
118 cards in Multiverse
43 commons, 36 uncommons, 25 rares, 14 mythics
4 colourless, 17 white, 16 blue, 13 black, 14 red,
11 green, 39 multicolour, 1 hybrid, 1 artifact, 2 land
67 comments total
Suspicious portal appears on Dominaria
Dragon Gate: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
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:
- Sarkhan's time travel causes mystery portal to appear between Tarkir and Dominaria. -> Time Paradox
- Horde of dragons from Tarkir fly through portal and reappear at Dominaria. -> Dragon Tempest
- Dominarians accidentally disappear through rift and turn into dragons on Tarkir. -> Gate of Transcendence
- Nexus event -> Nexus of the Multiverse
- Teferi's spark reignites as direct consequence of new time rift on Dominaria. -> Oath of Teferi
- Teferi vows to help fight Bolas only if Ugin and Sarkhan help to destroy the time rift. -> Pact of Collaboration
- Phyrexian Oil clandestinely slips through the portal into Tarkir (cue next set)
Planeswalkers appearances:
Tarkir
Ugin -> Ugin Revived
Siego = Abzan -> Siego, Stalwart Guardian
Nexus
Sarkhan -> Sarkhan, Dragon Savior
Liyu = Merfolk -> Liyu, Director of Currents
Dominaria
Teferi -> Teferi, Prodigy of Time
Goblin -> Baatpo, Unruly Instigator
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
Cardset comments (2) | Add a comment on this cardset
Recently active cards: (all recent activity)
• Activity — At the beginning of combat, you may discard a card. If you do, up to one target creature gains haste and first strike until end of turn.
• Ecstasy — Whenever you discard a card, up to one target creature gets +2/-2 until end of turn.


Clan Destiny — Whenever a Dragon or Phoenix creature enters under your control, you may put Dracofenix from your graveyard or command zone onto the field.
Ethereal (This creature takes no combat damage from nor deals combat damage to creatures without ethereal.)
Conjoin 1 –

Cycle of sieges
Weird order of mana symbols.
The free cast on that relatively easy to trigger ability seems too much. Even to hand is just cheap.
Ethereal is like the polar opposite of shadow - stalling the game rather than pushing it to an end.
Only in pairing it with escort does it gain a dimension, but you'll always have to work against that - similar to first strike on blockers.
I'm not certain how escort interacts with evasion e. g. flying.
Random booster packs comprise cards of entire set.
Draft booster boxes comprise packs of mini-sets. Box divided into thirds, 1/3 for each mini-set.
Some mechanics common to every mini-set. Easier to manage in a single mechanics page.
I'm a bit confused by the front page:
> "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"
So this st has Vodalian cards and Sultai cards, so you want to put all 462 (477) cards into this cardset?
Wouldn't it be clearer to have three mini-sets called something like "Dragongate: Tarkir", "Dragongate: Dominaria" and "Dragongate: Nexus" and just reference them to each other (to show the individual draft formats).
So you get one booster from each miniset and not three boosters from the 400+ cards, right? How is this conceptually different eough from a three-set block to justify putting all into one set?
"Ingest
Each other creature you control named ~ has ingest."
?
Maybe "Whenever a planeswalker enters under your control, you may cast ~ from your graveyard. If you do, ~ costs
less, where X is the amount of mana you spend to cast that planeswalker."?
It's also the worst sword effect
Nice cycle! They mostly work very well as two-colour charms. A few of the options are a little underpowered, but mostly not too bad. The worse-than-Healing Salve on this probably suffers the worst from being a single charm option, but overall this is a very nifty cycle.
Urk. Forcing opponents to choose between "Every planeswalker in your deck is now also a kill spell" and "I'll draw an extra three cads and bolt something every turn", at least until you get a second one intot he graveyard or play. Then the legend rule just lets you instantly wipe their board every time you cast a planeswalker.
So yeah - this is a perfectly reasonable and remarkably strong 8-mana card. Except for the whole "You never need to cast it" problem. Getting two in the graveyard isn't much of a hurdle, and after that point you can just use any old cheap planeswalker to trigger it.