5-Gate : Multiplayer Fun
by Cantata


5-Gate is a multiplayer deck I have been fooling around with.  It is
designed to take full advantage of the new "Gating" mechanic introduced with
Planeshift and is also Type II and IBC legal.  I am playing with all five
Battlemages in this deck, although I have not included Familiars as of this
build.  They will eventually have to be included to support the recurring
Battlemages w/kicker (cheaper is better) and I'm testing to see which cards
should be considered for replacement.  There are no less than ten cards to
help get all the basic land types into play quickly, including Harrow,
Terminal Moraine and two Lairs that cover all five colors between them.

I made sure to include enough gating creatures to cover all five colors, so
you should be able to keep the recurring Battlemages going the entire game.
Eladamri's Call makes sure you can get the right creature at the right time.
A good addition to the gating mechanic might be Nightscape/Sunscape
Apprentice for the bounce effect, although I'd rather see the cards bounce
to my hand instead of the top of my library.

5-Gate might also benefit from more Domain cards.  I use a couple of good
ones such as  Tribal flames, which is shear madness with five basic lands in
play, the most efficient burn available under the right circumstances.
Allied Strategies keeps your hand full throughout the game, another insane
card in a 5C Domain deck.  This even beats FoF, IMHO.  I would not agree
with that assessment in anything less than a five color deck, although four
cards wouldn't be too shabby.

Planeshift has also provided two of the best removal cards Magic has seen in
sometime in the form of Hull Breach and Terminate.  There are four each in
5-Gate, providing you with plenty of control, especially when the recurring,
kickered Battlemages are figured into the equation.  Naturally, 5-Gate is
more control oriented than aggressive, and it takes a little practice to get
the hang of all the tricks, but it's also a blast to play.

5-Gate has not seen extensive testing, but I like all the elements in the
deck. I think it has decent synergy, and certainly provides all the tools
you need to dominate a multiplayer chaos game.  Of course, feel free to make
changes based on your local groups metagame.  This one has several cards
that you may, in fact, find questionable in your group, such as Canopy
Surge.  I include this card because some of my friends really like to play
flying weenies, allot, and I get tired of loosing to their airborne army.
The Surge solves this problem admirably, especially against Ordered
Migration and cards of similar ilk.  I suppose Simoon might work, but I am
currently trying the Surge due to it's kickered versatility.  Breath of
Darigaaz can handle the ground pounders that Canopy Surge misses, and it
also has the versatile kicker just like the Surge.  Running two of each
might be more appropriate.

NOTE: One of the single most effective gating combos in the deck is Cavern
Harpy/Marsh Crocodile.  With these two cards you can single handedly make
all other opponents begin top decking in the early to mid game, while you
use Allied Strategies to refill your hand.  Beware!!  You WILL become the
center of aggression after a couple of recursions and an Allied Strategies,
so have Wandering Stream and Angel of Mercy ready for use.

On to the deck list, and enjoy!!

5-Gate Decklist
---------------
CREATURES (20)
Angel of Mercy x2
Cavern Harpy x2
Fleetfoot Panther x2
Horned Kavu x2
Marsh Crocodile x2
Nightscape Battlemage x2
Stormscape Battlemage x2
Sunscape Battlemage x2
Thornscape Battlemage x2
Thunderscape Battlemage x2

SPELLS (28)
Allied Strategies x4
Breath of Darigaaz x1
Canopy Surge x1
Eladamri's call x4
Harrow x4
Hull Breach x4
Terminate x4
Tribal Flames x4
Wandering Stream x2

LAND (27)
Forest x10
Island x3
Mountain x3
Plains x3
Swamp x2
Darigaaz's Caldera x1
Dromar's Cavern x1
Terminal Moraine x4

Here is the mana curve for those interested:

0-1 mana : 0 Average Casting cost = 2.83 mana (no kickers)
2mana : 22 2 Black cards 27 Lands (36%)
3mana : 18 6 Blue cards 20 Creatures
4mana : 2 9 Green cards 28 Spells
5mana : 6 7 Red cards 4 Rares
6mana : 0 4 White cards 28 Uncommons
7+ mana : 0 20 Gold cards 43 Commons Total cards = 75


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