Ancient Den


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Planechase (HOP) Common
Mirrodin (MRD) Common

Combos Browse all

Ancient Den

Artifact Land

(Ancient Den isn't a spell.)

: Add to your mana pool.

Ancient Den Discussion

multimedia on Triple A [[Azorius Artifact Attack!]]

5 days ago

Hey, saw your forum topic asking for help. Chandra585 gave you good advice.

Tezzeret is a little over the $10 limit for cards upgrades, but I think you should make the exception because he really does everything you want with artifact strategies. His abilities are all repeatable that's what makes him so good in Commander. The budget lands that Chandra585 mentioned are also good upgrades. To expand on budget land suggestions consider:

The artifact lands untap by Unwinding Clock. Fair is a great land for artifact strategies.

Other good budget cards for artifact strategies to consider adding are:

Cards to consider cutting:

  • Azorius Guildgate
  • Azorius Chancery
  • Evolving Wilds
  • Terramorphic Expanse
  • Temple of Enlightenment
  • Ice Cave
  • Ixalan's Binding
  • Martial Coup
  • Cloudblazer
  • Foil
  • Darksteel Ingot
  • Worn Powerstone
  • Aether Gale
  • AEtherspouts

Ragnar0k on Breya

3 weeks ago

Dude, I've gotta ask that you please stop running Crumbling Necropolis , Arcane Sanctum , and Undiscovered Paradise if possible. Any combination of Glimmervoid , Tolaria West , Academy Ruins , or the artifact lands ( Ancient Den , Seat of the Synod , Vault of Whispers , and Great Furnace ) would be so much better than a tapped land, especially when you're only running 28.

Joe_Ken_ on Help Refine Esper Control EDH ...

3 weeks ago

Oh also you may want to add the artifact lands since they will also untap with unwinding clock. Ancient Den , Seat of the Synod , and Vault of Whispers

winthrop on Pauper Kitters

3 weeks ago

Made a few changes:

Sticking with the splash of black for now as I think it makes the sideboard way stronger for this deck.

cdkime on Modern shouldnt have a ban ...

1 month ago

For fun let's go through the entire Modern banlist and evaluate card-by-card what would happen if they were on a restricted list.

  • Ancient Den and the other Artifact Lands - these are a bit special, since you could run 5 total artifact lands in the deck. This might have implications for a potential Affinity deck.

  • Birthing Pod - this requires a dedicated build-around, which is really not worth it if you can't reliably hit the centerpiece that makes your deck work. Restricting Birthing Pod is tantamount to a ban.

  • Blazing Shoal - if you draw into this card, you're going to have a huge advantage. This will be one of those "broken cards" that will end games fairly quickly out of dumb luck.

  • Chrome Mox - almost every single deck will run a copy of this card, just as 88% of Vintage decks run Black Lotus . Whoever draws this card first will be at a significant advantage.

  • Cloudpost - not worth running if the Locuses are all Restricted.

  • Dark Depths - Like Birthing Pod , this is banned due to combo potential. Restricting it is no different from banning it, as there's no point in trying to assemble the combo.

  • Deathrite Shaman - Drawing into this card gives you a huge advantage against a number of different archetypes.

  • Dig Through Time / Treasure Cruise - if you draw this, you've basically won the game, since you're getting two cards, stacking your deck, and likely going to find other broken cards in the process.

  • Dread Return - There are enough graveyard shenanigans with Dredge that drawing this card is likely to net you your best creature and your second best creature. It's also pretty easy to enable even with one copy, as you can Dredge for it and sacrifice some creatures.

  • Eye of Ugin - another dumb luck card--you draw this, you're two turns ahead if that's the deck you're playing.

  • Gitaxian Probe - banned in Legacy, restricted in Vintage, so it's pretty clear this is a scary card. You get to see what your opponent has in-hand, as well as replace your own spell, all for the cost of two life.

  • Glimpse of Nature - Another dumb-luck card that will win you the game if drawn by quickly refilling your hand.

  • Golgari Grave-Troll - Again, extreme card advantage if you draw it, putting you vastly ahead.

  • Green Sun's Zenith - draw this card and you get easy ramp ( Dryad Arbor ) or your best creature.

  • Hypergenesis - Every Green Tron (or whatever the Eldrazi deck for the format is) will run this, and will win whenever they play it.

  • Krark-Clan Ironworks - combo piece, restriction is similar to ban.

  • Mental Misstep - too situational to only run one copy of; you need it early and you need it when you need it, the chances you have it at an appropriate time when you only have a single copy makes this card not worth running.

  • Ponder / Preordain / Sensei's Divining Top - you get to dig for your broken cards easier.

  • Punishing Fire - probably not going to see much play, as the deck it was designed around ( Grove of the Burnwillows will not be too effective in conjunction with only one copy.

  • Rite of Flame - if you draw this, it puts you a whole turn ahead, and that is often enough for Storm or Burn.

  • Second Sunrise - there are enough ways to dump things into the graveyard (including the inevitability of just playing the game) that whoever gets this would have a significant and sudden advantage.

  • Skullclamp - if Elves or other weanies draw this card, it's game over.

  • Splinter Twin - combo piece, likely restriction is similar to ban.

  • Stoneforge Mystic - Might be fine as a one-of.

  • Summer Bloom - puts you incredibly far ahead.

  • Umezawa's Jitte - Does a considerable number of things, so will put whoever gets it ahead.

Others might disagree with that analysis, but I think it's pretty solid for shooting from the hip. The cards on the Modern banlist would either (a) be supremely powerful if you drew them, either winning you the game outright or enabling victory through hyper-effecient ramp or card draw (card draw itself generating a chance to find more broken cards), or (b) part of hyper-efficient combos, and thus not worth running if you only get one copy.

Icbrgr on Modern shouldnt have a ban ...

1 month ago

I found some post MNBL Tournement analisis from Brian Braun-Duin if anyone is interested. He was the pilot od the 2nd place U/W Miracles deck in the tournement posted ealier by ToolmasterOfBrainerd.

here are some quick bullets i found from his article that i noted.

  • "cards like Glimpse of Nature , Skullclamp , Deathrite Shaman , Gitaxian Probe , and Rite of Flame are very powerful cards that would be risky to unban, but they didn't put up a great showing in this event because they were either outclassed by even more broken strategies or because they were held in check by Mental Misstep ".

  • "in many ways Misstep was the card that allowed No Ban List Modern to function as a format. Much like how Force of Will in Legacy holds a lot of broken strategies in check. "

  • "One thing that I found extremely interesting is that if you take the overbearing power of Eldrazi out of the equation, No Ban List Modern was actually less degenerate than regular Modern. Yes, decks were more powerful, but a lot of the powerful cards cancelled each other out. Games were actually fun, interesting and rich with decision points. I didn't get killed earlier than turn four a single time in the entire event, and most games I played lasted until turn 8-10 at the very least. Games actually felt a lot like playing Legacy, and there weren't any games in the event where I felt completely helpless to do anything against what my opponent was throwing out there."

  • Eye of Ugin , Sensei's Divining Top , Dig Through Time Treasure Cruise , Gitaxian Probe ....5 cards of 33 hit his radar for "Cards that are definitly too good for modern"

  • "artifact lands like Ancient Den , did not seem to really matter at all in the games we played. I would say an artifact-land based Affinity deck could probably end up being a decent strategy in the format, but then again, maybe not. Affinity is not a great strategy in Legacy, and decks like Eldrazi, Dark Depths, and White-Blue Counter-Top were strategies that played at a near-Legacy power level. Affinity was just outclassed."

with some of those points in mind i dont think a single tournement like this is enough data to conclusively say what decks would be out of control in the modern format. If Eldrazi was higher on the radar many people could have drastically increased their win percentage against the deck by doing something as simple as splashing for Blood Moon or adding Ensnaring Bridge to their sideboard....there is a lot of power here no doubt about it; but the answers exist.

Icbrgr on Modern shouldnt have a ban ...

1 month ago

looks like I was mistaken about Simian Spirit Guide PlatinumOne... i did a google search and came up empty at least as far as this ban list timeline is concerned. Nevertheless its still a good tool to be used both in and against decks out there.

Will361405 are artifact lands like Ancient Den not able to by blown up with artifact removal like Crush / Nature's Claim ?

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Ancient Den occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

White: 0.27%