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Pojo's Magic The Gathering Card of the Day
Daily Since November 2001!

Gatekeeper of Malakir
Image from Wizards.com

Gatekeeper of Malakir

Reviewed December 8, 2009

Constructed: 3.60
Casual: 3.40
Limited: 3.50
Multiplayer: 3.10

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating

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Card of the Day Reviews 


Gatekeeper of Malakir

Once he comes down, he's a Runeclaw Bear. Even if you paid the kicker, he's a 2/2 for 3 mana once your opponent's creature has been sacked. Once in play, his only usefulness is alongside Vampire tribe enablers.

But he's worth playing, if only because he's a black deck's only answer to Great Sable Stag or White Knight. And he is one less creature for your opponent and one more creature for you in one card, so it's card advantage.

Constructed- 3
Casual- 2
Limited- 3
Multiplayer- 1.75

David Fanany

Player since 1995

Gatekeeper of Malakir

I don't care what anyone says, I always liked Cruel Edict. This is arguably a step up; Nekrataal was considered anywhere from good to insane in its day, and the Gatekeeper is still "live" even against the likes of Great Sable Stag. Being a vampire is just gravy.

Constructed: 3/5
Casual: 3/5
Limited: 3/5
Multiplayer: 3/5


Gatekeeper of Malakir


Constructed: Blacks one main answer to anything that is pro black, Great Sable Stage etc. A lot of good black cards require Dark Ritual mana to work on first turn. Three black is always a key number.


Casual & Multiplayer: Go Vampires. Good unncommon for any new player or casual player.


Limited:  This is a top creature pick for black. Black is real strong with creature removal in Zendikar limited. If one shows up I would pick it up. Vampires work real good together, just have to open up at least 6 or more for sealed or draft as many as possible.


Overall a great unncommon.


Constructed: 4

Casual: 4

Multiplayer: 3

Limited: 4





Magic The Gathering COTD: Gatekeeper of Malakir

Welcome back readers today’s card of the day is the powerful tool for vampire decks, a cruel edict with a body. For two black mana you get a 2/2 creature decent but the kicker ability is obviously why this card see’s a fair amount of play, by paying an extra black mana you make target player sacrifice a creature. A powerful ability as removal is always great and sacrifice gets around indestructibility as well as things such as shroud and the like. Triple black mana limits the playability of the card but its most significant amount of play is in mono black vampires so the casting cost is not a big hindrance. In standard gatekeeper is a must play in competitive vampire builds due to the fact it is removal and can chump or swing for x amount of damage. Other decks sporting black may not have the mana requirements to make this an effective card. In extended vampires have not made a big impact yet but with rotation in quite a while that may change. In eternal formats the only vampire seeing play is the efficient bloodghast and I see it staying that way for quite a while. In casual and multiplayer being able to hit the player whose creatures are the biggest threat at the table is a powerful ability and if they only have one big creature it doesn’t matter how indestructible it may be. Vampires are good choice for multiplayer as it only takes one player to be at 10 or less life for the ferocity to be unleashed on all players. In limited its removal take it if you dedicated black and to start a vampire subtheme very powerful.

Constructed: 4.0
Casual: 4.0
Limited: 4.5
Multiplayer: 3.5

Michael "Maikeruu" Pierno

Today's card of the day is Gatekeeper of Malakir a potentially three mana 2/2 with a Cruel Edict effect. This is a very solid creature for the cost, but is limited to mono-Black builds. The sacrifice effect can get around otherwise unkillable targets, but any other options for your opponent allow them to keep their preferred creature.

In Constructed, Casual, and Multiplayer this is a solid card for mono-Black and is very much worth playing when supported with other removal or vampires. A creature plus removal in one is efficient and card advantage as you get the effect, removal of an opponent's creature, and a creature of your own for just three mana.

For Limited the all Black mana cost is crippling as the format tends towards at least two or more colors. In a two color deck, evenly divided, this won't be playable with the effect until around your sixth mana source. Being forced to play this for two may happen more often and that turns this into a harder to cast vanilla 2/2. In Sealed despite this being removal it is quite weak unless the land base is predominantly Black mana. In Booster draft if going for a mono-Black deck these should be picked up whenever they come around the table and will likely be passed by anyone not playing the color.

Constructed: 4.0
Casual: 4.0
Limited: 3.0
Multiplayer: 4.0

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