Arcane Sanctum enters the battlefield tapped.
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Arcane Sanctum Discussion
1 week ago
Under the spoiler labled "Patchlog" you still have Arcane Sanctum --> Anguished Unmaking. I noticed you already have Anguished Unmaking and no Arcane Sanctum assuming you already completed this upgrade.
1 week ago
4 weeks ago
Mana hase should be easy enough.
A general rule of thumb is to typically run 37 lands; from there you may subtract what you need if you feel that's too much, or add more if you're running a deck that relies on lands (Like the Gitrog Monster). Arcane Sanctum is one of the more expensive Shard-lands, but as a budget way to start you off, it's great.
Dromar's Cavern is a great bounce land in that it can be used immediately when played. The Lair land's only catch is you return a non-lair land to your hand.
If you are willing I to go outside of a budget, I would highly suggest Fetch lands. All of them if you can. That should be about 10, that let you search for the Shock Lands (or Battle Lands). Things like Hallowed Fountain, Watery Grave, Prairie Stream, Sunken Hollow, Godless Shrine, are sort of pricy, but a cheaper alternative to Scrubland, Tundra and Underground Sea.
Outside of this, I always recommend basics.
As for the deck itself, I'm curious to know how you're planning on utilizing Sen Triplets in this synergy of tribal Monks/Angels/Demons. They are very much a control styled deck; such is the nature of their abilities to play from an opponent's hand. If you just like Esper as a shard, perhaps generals like Oloro, Ageless Ascetic might be your cup of tea, since you don't even have to use Oloro at all and still benefit from his Lifegain.
Ertai, the Corrupted would be another way to utilize your deck as you can at least sacrifice creatures to counter your opponents' spells.
For EDH/Commander, the format revolves around a strategy that encompasses your general's abilities. I think it would be in your best interest to think of a general that may use what you're looking to get out of this deck.
1 month ago
1 month ago
Shadow, I'm going to be a little verbose, but bear with me. I've been playing commander weekly with a small local playgroup for well over a year. It's casual, not competitive. So take my advice with that said.
It's more like midrange is a little different in commander. Your curve ends out much higher, since the game goes longer. You can't just stall a few turns and win by pecking away with 2-drop and 3-drop creatures, because your opponents have a total of 120 life you have to whittle away (if they're not attacking each other). Each card needs to have maximum impact on all players, since it's multiplayer. Politics is huge. Each playgroup is different, but in mine, you try not to "poke any bears" until you absolutely have to. You don't want to make all your opponents mad at you at once, and you also don't want to target one person so much that they decide to come after you, while the others sit back, develop their boardstates, and kill whatever's left of whichever one of you survives. It can be done if you're prepared to be enemy #1, with plenty of control elements. Spot removal is a fine line to walk. Use it sparingly, because while you stopped one person, there are 2 others you did not stop.
You need to have an idea of how you will win the game. Even if you are playing heavy control/stax, you either need to have a lock on all of your opponents to get them to concede or you need to have a few value cards that will get the job done after you've stalled. Big ones. Avacyn, Dragonlord Ojutai, (you've got a few - your 5/5's). Find ways to make them bigger - Hedron Matrix. With double strike (Fireshrieker or True Conviction). Or cards that will eventually make you an army (Sigil of the Empty Throne, Luminarch Ascension, Moonsilver Spear, Angelic Accord, Chasm Skulker.) You also have a few creatures that will get large as you slowly gain life, and could add Ajani's Pridemate. Can you get them through unblocked? Whispersilk Cloak, Prowler's Helm, Rogue's Passage. Don't forget you'll need to protect them: Mother of Runes (also helps with not being blocked), Mask of Avacyn, Swiftfoot Boots, Soul of New Phyrexia. If you focus on those, you'll want more lifegain triggers, like Shattered Angel (which is nuts in commander), Soul Warden, Soul's Attendant, Suture Priest. Find out what your playgroup thinks of infinite combos. If they're not completely frowned upon, you probably want to include 1 or 2 for when the game just needs to be over. Also see what your playgroup thinks of tutors. Most playgroups don't like a lot of tutoring, but some are ok with a little.
Midrange can be good in commander. Yisan, the Wanderer Bard is a mid-range commander but also combos and is ranked Tier 1. But he has a tutor for whatever card you need built in. Same with General Tazri. Oloro is Tier 2, but usually as a Pillowfort/Stax commander. Basically, you need to plan that pretty much whatever you draw will synergize with whatever else you've drawn, and particularly with your commander, since he is always available to you.
Drop: Pacifism, Aerial Responder, Skinrender, Prahv, Spires of Order, Liliana's Reaver, Astral Cornucopia (not very good in decks that aren't running proliferate. Which is another option). Lingering Souls probably also does not have enough impact, without more token support or more buffs like Dictate of Heliod and Spear of Heliod, unless you just want them as chump blockers. Commander is go big or go home.
Consider adding: Cliffhaven Vampire. Agent of Masks. Cage of Hands or Arrest or Quarantine Field. Or Crawlspace or Norn's Annex. Crypt Ghast or Kingpin's Pet or Treasury Thrull or Pontiff of Blight if you are planning to use extort to drain life. Gravitational Shift and maybe Archetype of Imagination or Stormtide Leviathan if you are planning to win by combat damage through flying. Plea for Guidance can tutor up Sanguine Bond + Exquisite Blood for infinite combo. Esper Panorama & Arcane Sanctum would fit this deck well.
Elixir of Immortality is great to get your graveyard back in your library, in case of mill or whatever. Sword of the Animist is good ramp, and Darksteel Ingot can be very useful. Also, the signets - Orzhov Signet, Dimir Signet, & Azorius Signet.
2 months ago
Yeah, I agree. Add in cards like Kodama's Reach, Cultivate, Farseek, Rampant Growth, Skyshroud Claim, Explosive Vegetation, etc. In exchange, cut lands like Transguild Promenade and Rupture Spire, which slow you significantly, and the pain lands, which aren't really necessary with the number of lands that produce 3+ colors you've got. Alternatively, you could leave the pain lands in, and cut some of the Arcane Sanctum cycle.
2 months ago
This is also a more stable mana base that works well with the general
Bounce Lands (First thing I would change)
All Colour Lands
2 months ago
Dredge4life, I'm going to give a breakdown of what I would do with this deck if I wanted to add an additional $200-$220 like what you're doing at Breya, Combo Carapace. Hopefully this gives you some ideas.
The key areas of interest for improvement here are the ability to tutor for combo pieces, the manabase and the creature base. Making all these areas better will dramatically help this deck. Additional costs broken down like this:
- $60-$70 to improve the manabase.
- $140+ to improve combo with tutors as well as adding other strong combo pieces and additional card upgrades, especially to the creature base.
Making the manabase better would be my first step; using an entire land base that doesn't come into play tapped except 1-3x Tri lands with an emphasis on lands that make blue because blue is the dominate color, the rest of the colors can be splashed.
- Tri lands: Arcane Sanctum, Crumbling Necropolis, Mystic Monastery
- Shock lands: Blood Crypt, Godless Shrine, Hallowed Fountain, Steam Vents, Watery Grave
- Pain lands: Caves of Koilos, Shivan Reef, Underground River, Sulfurous Springs, Battlefield Forge
- Check lands: Glacial Fortress, Sulfur Falls, Drowned Catacomb
- Odyssey Filter lands: Skycloud Expanse
- All five Arifact lands including Darksteel Citadel
- Lands that can make any color of mana Mana Confluence, City of Brass, Reflecting Pool, Command Tower
- Inventors' Fair
- 4-5 Island and 1-2x of each other basic land colors.
This is the $103 manabase I would use:
- 1x Ancient Den
- 1x Arcane Sanctum
- 1x Battlefield Forge
- 1x Blood Crypt
- 1x Caves of Koilos
- 1x City of Brass
- 1x Command Tower
- 1x Crumbling Necropolis
- 1x Darksteel Citadel
- 1x Drowned Catacomb
- 1x Glacial Fortress
- 1x Godless Shrine
- 1x Great Furnace
- 1x Hallowed Fountain
- 1x Inventors' Fair
- 5x Island
- 1x Mana Confluence
- 1x Mountain
- 1x Mystic Monastery
- 1x Plains
- 1x Reflecting Pool
- 1x Seat of the Synod
- 1x Shivan Reef
- 1x Skycloud Expanse
- 1x Steam Vents
- 1x Sulfur Falls
- 1x Sulfurous Springs
- 1x Swamp
- 1x Underground River
- 1x Vault of Whispers
- 1x Watery Grave
Both our decks are trying to win with combo, but the biggest problem I'm having with combo is having enough unconditional tutors to find the combo pieces. Additional tutors I would add are: Demonic Tutor, Enlightened Tutor and Reshape. This gives a better tutor base of:
All these changes/upgrades/additions would make this deck cost ~$320.