Arcane Sanctum


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

Printings View all

Set Rarity
Commander 2017 (C17) Uncommon
Modern Masters 2017 Edition (MM3) Uncommon
Commander 2016 (C16) Uncommon
Commander 2013 (C13) Uncommon
Shards of Alara (ALA) Uncommon

Combos Browse all

Arcane Sanctum


Arcane Sanctum enters the battlefield tapped.

: Add , , or to your mana pool.

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Recent Decks

Arcane Sanctum Discussion

Meurth on some humans and a dragon

4 days ago

I think you need more lands in general with a 7 mana commander, dual lands and lands like Terramorphic Expanse and Arcane Sanctum, maybe the signets as well: Azorius Signet, Dimir Signet and Orzhov Signet.

Gidgetimer on Valid land targets

4 weeks ago

First a point of order about targeting in MtG, spells and abilities only target if they specifically use the word target. This may seem a little pedantic, but it matters more than you would think. For instance here Spiritual Asylum wouldn't save lands from being bounced or sacrificed.

When something specifies a land type and doesn't say "basic" it is talking about any land with that subtype. As such Underground Sea, Watery Grave, Fetid Pools, and Sunken Hollow are all islands and will be bounced with Omen of Fire, are fetchable with Flooded Strand, and can be searched out with Farseek. Dimir Guildgate, Sunken Ruins, Drowned Catacomb, and Arcane Sanctum are not islands and don't interact with those cards. You can find if lands have any types by reading their type line. All types, supertypes, and subtypes will be listed there.

Kezvin on Zur Control

2 months ago

Trilands (Arcane Sanctum) are generally bad in Modern, even in 3-color builds. And the Urborg in your list isn't doing all that much. I'd replace them with more fetches, maybe 4 Polluted Delta and a Marsh Flats, for a faster, more consistent manabase. Assuming, of course, they fit your budget.

saturn999 on Budget Esper Control

4 months ago

that's looking better. if it was me, and this is just me mind you i'd go something like this...

3x Disfigure 2x Go for the Throat 1x Tragic Slip 3x Mana Leak 2x Negate 3x Opt 3x Inquisition of Kozilek 2x Duress 3x Lingering Souls 3x Serum Visions 3x Supreme Verdict 3x Detention Sphere and then add creatures for finishers to your tastes maybe

-3x Arcane Sanctum keep the rest of your lands or go to a 4 of each on the duel lands? not sure the ratio you'd want or need for the spells you have.

sideboard maybe 2x Bile Blight 1x Declaration in Stone 2x Hurkyl's Recall 3x Ceremonious Rejection 2x Spell Pierce 1x Esper Charm 1x Sphinx of the Final Word 3x Anticipate

i don't know if this helps and i'm not trying to change your list for you. but, i think this keeps most of the list you had while maybe adding some things that could help make it stronger. idk, let me know. the main thing is to have fun with it whichever way you go and just enjoy it! take care!!!

Bchong on Breya Combo

4 months ago

Holy crap this deck is almost exactly like mine 2 months ago...

Anyways here is a few suggestions

Mana Rocks: Fellwar Stone Mana Vault Mana Crypt Commander's Sphere Grim Monolith Any of these are amazing to have.

Mana reducers: Foundry Inspector Helm of Awakening

Creatures: Scrap Trawler (this combos with Krark-Clan Ironworks) Vedalken Archmage Riddlesmith Quicksmith Genius

Artifacts: Sensei's Divining Top Paradox Engine Codex Shredder (you can keep grabbing Open the Vaults with this while sacing everything this will make you win)

Sorcery: Scrap Mastery Gamble Winds of Change

Removal: Fragmentize By Force Vandalblast

Enchantments: Mystic Remora Artificer's Intuition Blind Obedience

Instants: Lim-Dul's Vault Frantic Search Brainstorm Opt

Lands: Mana Confluence Crystal Vein

Cards to take out: Baleful Strix Chief Engineer Phyrexian Arena Mystic Monastery Nomad Outpost Arcane Sanctum Evolving Wilds Painful Truths Slobad, Goblin Tinkerer Fact or Fiction Terramorphic Expanse

Some of these suggestions probably look weird to you...

For creatures: my suggestions are purely value creatures, but your creatures just aren't good enough because with Strix it is too mana entensive and with Chief you don't have enough creatures and Slobad isn't good because you aren't playing eggs or a deck that can effectively use his sac ability... this means that you are purely using his ability to protect your stuff.

For lands: tap lands just aren't good enough and evolving wilds isn't good enough either... having things come in tapped is terrible.

For everything else there is better stuff around for you to put in instead

One of the things about your deck is that it doesn't use the graveyard to its fullest extent. Artifacts are one of the best archetypes to abuse the graveyard and Scrap Trawler is another screw up that WOTC printed. If you add cards like Chromatic Star or Ichor Wellspring you are effectively dig through your entire deck with just Krark-Clan Ironworks. Self mill is an incredibly powerful thing to do in this game, cards like Yawgmoth's Will or even Scrap Trawler are some of the most degenerate things in the game. Because your graveyard effectively becomes your hand. And you don't really have to do much more to your deck to abuse these effects.

Another thing your deck isn't doing is abusing wheel effects, you have Notion Thief and Windfall should just make you win. You also really need to put in Isochron Scepter Because it is such a utility engine and another wincon for you deck to easily put in. And just put in Ad Nauseam while your curve is pretty high, drawing 10 cards at instant speed still wins you the game. You should also be playing Paradox Engine it will make you randomly win as it is basically a Omniscience but 5 mana and artifacts can generally abuse it.

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