|Commander / EDH||Legal|
Printings View all
|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 enters the battlefield tapped.
: Add , , or to your mana pool.
Price & Acquistion Set Price Alerts
|Have (18)||NostalgicAce , Big-Foot , ibraJG84 , Xikitten123 , ZombieFood , pskinn01 , maR2307 , goodair , xXThormentXx , , Friedrice24 , mziter501 , brokendwarf , MattN7498 , rockleemyhero , rakdos24 , thekingpinBR , bakeraj4|
|Want (2)||ericalt91 , Turtlelover73|
Arcane Sanctum Discussion
2 days ago
2 x Island
2 x Plains
2 x Swamp
2 x Mountain
2 x Forest
1 week ago
Hm. G&G are more of a flavor add than a mechanical add, because that third color will make your lands slower and therefore slow down your aggro -- but probably if you only added one/two copies, 4 of Arcane Sanctums (only if you're not doing official Standard tournaments, because G&G rotate out of Standard legality in a week or two).
1 month ago
Do you get land screwed, color screwed or unable to play cards a lot of the time because lack of mana production? The Avg. CMC for this deck is 4.6, that's really high without playing any ramp. No Sol Ring? I'm kind of confused, do you not like ramp in Commander? Some of your Planeswalkers can ramp, but that doesn't help you if you can't play them.
My suggestions are to add ramp and improve the manabase by cutting a large portion of the come into play tapped dual lands. I understand that Planeswalkers are price expensive and they take up a huge portion of the total cost of this deck, but the manabase is really bad. It would help the deck a lot to fix it.
You're playing green you can advantage of land ramp spells. You can accommodate land ramp by cutting a large portion of the come into play tapped lands such as Elfhame Palace and other lands like it for Basic lands. For a budget manabase with green you're much better off playing more Basic lands and cards that can tutor for the Basic lands then lots of come into play tapped dual lands. The Tri lands are great: Arcane Sanctum, Seaside Citadel, Opulent Palace and Sandsteppe Citadel, but these lands are powerful enough that coming into play tapped while bad is fine. This will speed up over all game play because Basic lands enter play untapped. Other lands to consider are the BFZ duals: Canopy Vista, Sunken Hollow and Prairie Stream. The BFZ lands have good interaction with both Basic lands and Check lands, Sunpetal Grove, etc.
For a budget $30-$40 manabase I suggest playing:
- The four Tri lands
- Four Pain lands: Caves of Koilos, Llanowar Wastes, Underground River, Yavimaya Coast
- Four Check lands: Sunpetal Grove, Glacial Fortress, Isolated Chapel, Drowned Catacomb
- Three BFZ duals: Canopy Vista, Sunken Hollow and Prairie Stream
- Two Filter lands: Sungrass Prairie and Darkwater Catacombs
- Command Tower, Exotic Orchard, Forbidden Orchard, Ash Barrens, Dreadship Reef, Opal Palace
- 5 Plains, 4 Forest, 2 Island, 2 Swamp
Dreadship Reef is a land that uses counters, great with Atraxa. Opal Palace is good with Atraxa because if you use it to play her she gets a +1/+1 counter which she can start proliferating, growing herself.
I recommend this manabase and adding a ramp package of:
- Cultivate, Farseek and Kodama's Reach
- Sol Ring, Fellwar Stone
- Everflowing Chalice and Astral Cornucopia
Cornucopia and Chalice use counters which Atraxa can proliferate making these rocks pretty powerful. Even though your playing some board wipes that destroy all artifacts I still think having some artifact ramp is important to play Planeswalkers. It's more important to have the mana to play Walkers than wipe the board.
To make room for these ramp packages I recommend cutting some of the less powerful Planeswalkers because holy shit there's 28 total of them. Walkers like Jace, the Living Guildpact, Nissa, Voice of Zendikar, Kiora, the Crashing Wave, Gideon, Champion of Justice and Dovin Baan. Also Praetor's Counsel and Primal Surge are just too mana expensive for the deck. Nevinyrral's Disk, Decree of Pain and Terminus are too slow and your playing a lot of other better cheaper mana board wipes. Terminus while powerful needs some set-up to be, Brainstorm and you currently have no malipulation of the top of your library.
Good luck with your deck.
WBG on Cursed Rats
1 month ago
If you have Curse of Misfortunes attached to an opponent, then you don't need to pay the cost of a blue, red, or white curse. Maybe take out some of that mana and/or replace it with more Diabolic Tutors. Also, depending on what it is that you want, a card like Arcane Sanctum or Wizards' School depending on what you want.Reito Lantern also seems like a very helpful card. Why don't you have more of them?City of Brass and Chromatic Lantern could be helpful to pay for the non-black curses as well.I don't know if you play much two headed giant or multiplayer, but Curse of Vengeance also looks fun to play.
1 month ago
Ice Cave seems to be staple for any 5-color deck, and particularly here since both Root Sliver and Quick Sliver work perfectly with it. It also helps avoid those board-wipes after a Primal Surge, since all of your slivers will have both haste and the ability to tap for any color of mana, so it gives you the perfect ability to counter any threats.
Cryptolith Rite is a third Gemhide Sliver/Manaweft Sliver, and one that's not taken care of with Doom Blade and such. If you want to be a little more mana stability, Druids' Repository is a card I'm fond of as well, but might not fit this deck perfectly as the 2 green might be too much for too little here.
Tranquil Grove is a solid answer for many decks and should be in any deck with green, but without reliance on enchantments.
One with Nature is much more relevant in 60 card decks where you can stack Galerider Sliver and Winged Sliver, but many people don't seem to know of this card and I personally very much enjoy it as it's budget mana ramp+fix, plus being a permanent is always a plus in my eyes, so I thought I'd throw it in here!
1 month ago
Tough going but I've made a reasonable start: Six eyes to blink with.
Definitely need to look at the cuts - I have 8 non-basic land slots set aside (Ancient Den, Arcane Sanctum, Darksteel Citadel, Dromar's Cavern, Inventors' Fair, Mana Confluence, Seat of the Synod, Vault of Whispers) so need to make around 30 cuts from the list to add basics and any other utility suggestions (the usual Evolving Wilds, Ghost Quarter etc.
2 months ago
Mystical Tutor might help you a lot when it comes to game winning spells. Especially if you need to find a good counter spell soon.
Thing in the Ice Flip (or TitI) is always a fun add for mono blue counter decks (especially since it's 2 cost for a cheapo beater). Also some common spot removal like Boomerang or Unsummon might be great.