Gates remains a solid strategy in Pauper, mixing Basilisk Gate with a robust mana base and creatures that benefit in some way from power increases to pressure the board.
The archetype's most recent build in the format has been the Selesnya combination, a Midrange version that allows greater consistency in finding the key card with Gatecreeper Vine while maintaining individual threat quality with Sacred Cat and Guardian of the Guildpact.
The Decklist
Maindeck

As usual in Gates decks, the most important part of the list is the mana base. Basilisk Gate turns any creature with evasion into a win condition and any threat with Lifelink into repeated extra turns against Aggro. Manor Gate and Heap Gate make splashing other colors in the Sideboard easier. In this version, we only use red for Breath Weapon.

Sacred Cat and Outlaw Medic are the "Lifelink package" against Aggro. Alongside Basilisk Gate, they can hold off the game indefinitely against slower clocks, and their effects make them unfavorable targets for traditional removal.
Guardian of the Guildpact can't be blocked against quite a few number of threats. Today, it runs into issues with Sneaky Snacker and Myr Enforcer, but Armadillo Cloak helps push through and guarantee damage.

Arboreal Grazer accelerates mana and has an efficient body for blocking smaller creatures, including Sneaky Snacker and other faeries. Gatecreeper Vine fetches Basilisk Gate, blocks decently, and helps fix mana in the early turns.

Armadillo Cloak turns any creature into a threat. Due to how its ability works (it doesn't grant Lifelink, but a life-gain trigger), it gains extra life against Aggro even when enchanting a creature with Lifelink, and grants Trample to get past blockers.
To find threats, Commune with the Gods and Malevolent Rumble dig deep for the right cards. Commune is a common side-out when we include more noncreature spells.

Journey to Nowhere can be found with Commune with the Gods and deals with creatures unconditionally, answering Cryptic Serpent and other larger threats. Thraben Charm grows as removal if we maintain a decent board, but it's never a dead card in most matchups thanks to its graveyard and enchantment hate modes.
Sideboard

Sunlance answers specific small threats, like Kessig Flamebreather and Guttersnipe. It also works against Elves to deal with Priest of Titania and other key pieces.
Breath Weapon is our sweeper of choice. Most of our creatures survive it, and the three-mana cost is more important in play than trying to preserve Sacred Cat and run Arms of Hadar. It comes in against Elves, Rally, Faeries, and White Weenie.

Faerie Macabre deals with specific graveyard issues for free, and it's a card that can be found by Commune with the Gods and Malevolent Rumble. In very rare cases, we can generate two black mana to cast it.
Dust to Dust remains the standard answer for Affinity variants, forcing a two-for-one while also attacking the opponent's mana base in the early turns.
Sideboard Guide
Mono Blue Terror
No changes. Faerie Macabre isn't worth the slots to slow down the opponent, and the mix of Thraben Charm for graveyard hate and Journey to Nowhere for board control, combined with a full set of Guardian of the Guildpact and a win condition that "goes over" Counterspell, is enough.
Madness Burn
IN

OUT

Spy Combo
IN

OUT

Elves
IN

OUT

Grixis Affinity
IN

OUT

White Weenie
IN

OUT

Red Rally
IN

OUT

Faeries
IN

OUT

Wrapping Up
That's all for today!
If you have any questions, feel free to leave a comment!
Thanks for reading!












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