
Legality
Format | Legality |
Tiny Leaders | Legal |
Noble | Legal |
Leviathan | Legal |
Magic Duels | Legal |
Canadian Highlander | Legal |
Vintage | Legal |
Modern | Legal |
Penny Dreadful | Legal |
Vanguard | Legal |
Legacy | Legal |
Archenemy | Legal |
Planechase | Legal |
1v1 Commander | Legal |
Duel Commander | Legal |
Oathbreaker | Legal |
Unformat | Legal |
Casual | Legal |
Commander / EDH | Legal |
Printings View all
Set | Rarity |
Commander 2018 (C18) | Uncommon |
Commander Anthology 2018 (CM2) | Uncommon |
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
Land
Arcane Sanctum enters the battlefield tapped.
: Gain , , or .
Set Price Alerts
C18
CM2
C17
C18
CM2
C17
MM3
C16
Recent Decks
Arcane Sanctum Discussion
Jaktipe on
Arena Niv Mizzet Brawl
1 month ago
I think you might be better off with an Arcane Sanctum or a Terramorphic Expanse than a Field of the Dead . No love for Sol Ring or Mana Geode ?
multimedia on
Alela EDH
1 month ago
Hey, good job for your first Commander deck. Nice Tezzeret the Seeker :)
When on a budget for the manabase it's better to rely on basic lands and dual lands that have interaction with basic lands. These can replace dual lands that will always ETB (enter the battlefield) tapped such as Azorius Guildgate and Dismal Backwater . The Guildgates and Life lands are not better than a basic land.
Lands within the budget to consider adding:
- Caves of Koilos
- Spire of Industry
- Arcane Sanctum
- Ash Barrens
- Sunken Hollow
- Prairie Stream
- Port Town
- Choked Estuary
- Buried Ruin
Land to consider cutting:
- Azorius Guildgate
- Dimir Guildgate
- Dismal Backwater
- Scoured Barrens
- Tranquil Cove
- Jwar Isle Refuge
- Vivid Creek
- Dimir Aqueduct
- Temple of Deceit
- Temple of Silence
I see too many creatures that don't interact with Alela. Nonartifact/enchantment creatures don't have much interaction with Alela. My advice is cut a lot of these creatures for more artifacts, artifact creatures and enchantments. You have Tezzeret that's a good reason to expand on artifacts.
Lots of mana rocks are good with Alela because they can be used to make ramp to play her faster and then after she's on the battlefield they can create Faeries. I see you have the Signets already which is great, but consider more budget mana rocks?
Three drop mana rocks such as Coalition Relic which you have are fine, but if you can replace a three drop mana rock such as Obelisk of Esper , Mana Geode with a one or two drop mana rock then this will help your deck.
Consider cutting the creature base down to only a few? Keep: Strix, Architect, Shimmer Myr, Simulacrum, Assembly, Master, Seer, Rider, Titan? Can then replace the other creatures with more artifacts/enchantments to make more interaction with Alela.
Cards within the budget to consider adding:
- Etherium Sculptor
- Foundry Inspector
- Silver Myr
- Sai, Master Thopterist
- Bident of Thassa
- Throne of the God-Pharaoh
- Cranial Plating
- Mirrodin Besieged
- Mirrormade
- Scrap Trawler
- Junk Diver
- Sharuum the Hegemon
- Nihil Spellbomb
- Wayfarer's Bauble
- Conjurer's Bauble
- Manifold Key
Etherium Sculptor and Foundry Inspector are good as low mana cost artifacts that reduce the mana cost of all other artifacts you cast. CMC artifacts are free for you to cast with one of these on the battlefield which can help to chain cast artifacts and make a lot of Faeries. Casting two drop mana rocks for is also good. Sai, Master Thopterist and Mirrodin Besieged are three drops that any artifact you cast after creates an artifact creature token.
If you're wanting to attack with a large Faerie/Thopter army then Bident of Thassa and Cranial Plating are cards that you want. Bident can be busted repeatable draw with attacking flying creatures. Cranial is good to equip to Alela since she has flying and the damage she does to a player is Commander damage. Throne of the God-Pharaoh is a deceptively powerful two drop artifact with Faeries. The life loss this can do will add up fast since it's repeatable at your end step making all your opponents lose life not just one.
Good luck with your deck.
multimedia on
Zur The Enchanter
1 month ago
Hey, good start for a budget deck, nice Necropotence :)
Improvements to consider making are adding more Dimir dual lands that can ETB untapped or have interaction with basic lands. More ramp to be able to play Zur faster and adding cards that have good interaction with Necropotence .
Cards within the budget to consider adding:
- Diplomatic Immunity
- Empyrial Armor
- Mystic Remora
- Steel of the Godhead
- Command Tower
- Exotic Orchard
- Arcane Sanctum
- Fellwar Stone
- Talisman of Dominance
- Sunken Hollow
- Prairie Stream
- Isolated Chapel
- Glacial Fortress
- Drowned Catacomb
- Hall of Heliod's Generosity
For Voltron Zur you can with Zur assemble the Necropotence and Empyrial Armor combo. Diplomatic Immunity is good protection for Zur and you can still enchant Zur when you cheat an enchantment into play. Mystic Remora is one of the best enchantments in Commander, it can be a repeatable source of card draw. Zur is blue and white meaning Steel of the Godhead gives him +2/+2 lifelink and unblockable.
Command Tower and Exotic Orchard are Dimir dual lands that ETB untapped. The Check lands (Catacomb, Chapel and Fortress) have rotated out of Standard meaning these lands are the cheapest price they have been in two years. Getting one of each of them now starting with these three and then the other seven is a good investment for Commander.
Cards to consider cutting:
- Azorius Guildgate
- Dimir Guildgate
- Dismal Backwater
- Meandering River
- Submerged Boneyard
- Tranquil Cove
- Transguild Promenade
- Rupture Spire
- Gateway Plaza
- Horribly Awry
- Polymorphist's Jest
- Make a Stand
- Essence Scatter
- Norn's Annex
- Unquestioned Authority
Good luck with your deck.
multimedia on
Sliver EDH v1.0
2 months ago
Hey, saw your forum topic asking for help. Nice $850+ budget, but the manabase doesn't look like you have this high of a budget. You have $130 Sliver Queen and are playing Vivid lands?
Lots of good advice here about Slivers, but no one has said anything about the manabase? You can improve the manabase even on a budget, but if you're willing to spend some then great, but either way you can make it better. The Vivid lands ( Vivid Grove ) are not good. Even if you were playing proliferate which you're not; there are much better land options. The ETB tapped Fetch lands ( Flood Plain ) are also not good unless you are able to fetch dual lands that can consistently ETB untapped which you don't have here.
The Battle lands ( Cinder Glade ) are good budget dual lands, but only if you're playing a lot of basic lands. There's only 10 basic lands here which means consistently a Battle land won't ETB untapped and when you fetch one it will also ETB tapped. When you need five colors these Fetch lands are too slow and are not helping enough if all they're fetching is a basic land or a Battle land. Consider the Shock lands ( Overgrown Tomb )? You can fetch a Shock land and have it ETB untapped for the cost of 2 life. They could replace the Vivid lands.
If not willing or can't afford to add the Shock lands then another option to consider is adding the Tri lands ( Jungle Shrine ) replacing the Vivid lands and ETB tapped Fetch lands. Tri lands also ETB tapped and are not ideal, but they can make one of three different colors the next turn. Unlike the Vivid lands they can be tapped each turn after to make a different color of mana. The Vivid lands will run out of counters and then they become really useless in a five color deck.
Manabase changes to consider.
Add the Shock lands, cut the Vivid lands:
- Overgrown Tomb
- Temple Garden
- Breeding Pool
- Watery Grave
- Hallowed Fountain
- Stomping Ground
- Blood Crypt
OR budget
Add the Tri lands, cut the Vivid lands and ETB tapped Fetch lands.
- Jungle Shrine
- Seaside Citadel
- Savage Lands
- Crumbling Necropolis
- Arcane Sanctum
- Opulent Palace
- Frontier Bivouac
- Sandsteppe Citadel
- Mystic Monastery
Consider land tutors: Crop Rotation and/or Sylvan Scrying ? There's several Rainbow lands ( Command Tower ) here that they can tutor for which can be helpful for color fixing. Fellwar Stone is a good two drop mana rock. Good luck with your deck.
Metia on
Deck does not contain a lapdance *ding* Sliver EDH
2 months ago
Umm, well I can't offer my exact land selection to you as it involves revised duals I can say this:
Fetches are your friend, seriously. In a 5 color deck having fetches rarely make me sad, so I would run the full contingent:
Options:
There are Mirage fetches as well, a whole friendly color cycle of them, they are 'slow' but they can still grab shock lands, and cost no life: Rocky Tar Pit , Bad River , Flood Plain , Grasslands , Mountain Valley These also have the benefit of being absurdly cheap. That being said, if you do not have access to these, I'll offer some other suggestions.
Go up to 42-44 lands. Sure the curve hits 3/4, but I don't think the ideal is to hit 4 lands and be pleased with life, so I would suggest adding lands, and increasing consistency by removing some of the etb tapped lands:
Here are some 'simple' 1:1 conversions for cards I think would suit the deck better.
Honestly I hate the Terminate and some of the other choices but I am exhausted so I thought I would offer some help as opposed to trying to offer more and simply not posting.
eliakimras on
Chrome Dragon Tribal
2 months ago
I would go Rampant Growth , Farseek , Cultivate , Kodama's Reach , Commander's Sphere and Darksteel Ingot over Explosive Vegetation , Nissa's Renewal and Gilded Lotus . Most dragons are 6 CMC, therefore you should focus on getting 5 mana on turn 3 or 4.
I would also lower the number of lands to 37-38 and rely more on mana accelerants (at least 10). Since white and blue are minority on this deck, you might replace Arcane Sanctum , Mystic Monastery and Seaside Citadel with Vivid Crag , Vivid Marsh and Vivid Grove .
I noticed my Ur-Dragon is 37% red, and I have many 2-3 CMC green ramp, so I set a rule: every tapland must produce green (so I can cast any 2 CMC ramp spell on turn 2) and every other nonbasic land must produce red (so I can cast the red cost reducer shamans and the RRR dragons on curve).
Warmark on More cards being flagged
3 months ago
I'm seeing the same for Azorius Signet and Dimir Signet . Checked my other decks and found these other ones- Coastal Piracy , Urborg, Tomb of Yawgmoth , Regrowth , Hour of Promise , Drownyard Temple , Evolving Wilds , Mortuary Mire , Grisly Salvage , Curious Homunculus Flip, Esper Panorama , Arcane Sanctum , Hanweir Garrison , Adarkar Valkyrie , Boros Signet , Talisman of Unity .
I made a deck to track the issue- Test illegal EDH Cards
Arcane Sanctum occurrence in decks from the last year
Commander / EDH:
All decks: 0.08%
WUB (Esper): 1.58%