Infinite Potential Well: Merge Gates
Infinite Potential Well: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity |
Mechanics | Planets and Gravity | Merge Gates | Madness | Venture into the House |
Merge Gates
Kamigawa: Neon Dynasty takes place in the far-off cyberpunk future of the plane. The mortal world and the spirit worlds are slowly merging, and the contact points between the two are known as merge gates. Kami seem to be able to travel safely between the worlds through the merge gates, although it's unknown what would happen if we tried to enter the spirit world through one.
In the game, this is represented by the gate mechanic. The gate has two states: open and closed. When a game of Magic starts, the gate starts closed. Some cards have abilities that instruct the player to open or close the gate, and its state can be tracked using the gate helper card.
Passages
The primary way to travel through the gate is via passages. Passage is a new artifact subtype. Cards with the subtype always have the following rules text:
> : If the gate is closed, open it. Otherwise, close it. Activate only as a sorcery.
: You may open or close the gate. Activate only as a sorcery. (The gate starts the game closed.)
Whenever a player opens the gate, untap up to one target creature.
: You may open or close the gate. Activate only as a sorcery. (The gate starts the game closed.)
Some abilities trigger when the gate is opened or closed. These abilities only trigger when the gate goes from one state (e.g. closed) to another (e.g. open). They don't trigger when you're instructed to change the gate's state to the one it's already in, e.g. opening the gate when it's already open.
Whenever a player opens or closes the gate, put your choice of a flying counter or a hexproof counter on up to one target creature.
, Return a land you control to its owner's hand: You may open or close the gate. Activate only as a sorcery.
Ethereal
Kami have an natural connection to the spirit world and can travel freely through the merge gates. This is represented by the ethereal ability word. As an ability word, it has no inherent rules meaning, but it marks abilities of spirits that are only active when the gate is open. Many kami also have the ability to open the gate so they may arrive in the mortal world.
Ethereal – As long as the gate is open, Kami of Great Feasts gets +2+2 and has trample.
Ethereal – As long as the gate is open, Kami of Treachery Incarnate has deathtouch and ": This creature gains indestructible until end of turn. Tap it."
Color Distribution
All colors have access to the gate, but how they interact with the gate varies. In general:
White and blue are the most technological, so they reduce the cost to activate passages or have alternate ways to open the gate.
Blue and black are most interested in controlling the gate, so they have the most instant and sorcery spells that care about the state of the gate.
Black and red have the least respect for the "divine" nature of kamis, so they focus on changing the state of the gate and punishing your opponents for having it in the "wrong" state.
Red and green have the least desire to exert control over the gates, so they want to grow large creatures in either state of the gate.
Green and white are most attuned to the spirit world, so they gain the most benefit by leaving the gate open and going wide.
Card List
Uncommon sign post cycle: Hogosha, Watchful Eye, Suitchi, Sewer Seer, Fusei, Gate's Toll, Keru-keru, Akki Guide, Samona, Kami Whisperer
Passages: Border Crossing, Jukai Shrine, Restless Guardian, Merge Gate
Ethereal: Kyodai, Embodiment of Reikai, Kami of Crossed Swords, Kami of Unseen Paths, Kami of Treachery Incarnate, Kami of Unexpected Hail, Kami of Great Feasts, Kami of the Harvest Moon, Merge Suit
Other cards: Imperial Attendant, Spirit Technician, Council's Rebuke, Embrace the Future, Feed the Stoma, Kami of the Blood Moon, Shrine to Hidetsugu