Botanical Sanctum

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Standard Legal
Frontier Legal

Printings View all

Set Rarity
Kaladesh Rare

Combos Browse all

Botanical Sanctum

Land

Botanical Sanctum enters the battlefield tapped unless you control two or fewer other lands.

: Add or to your mana pool.

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Botanical Sanctum Discussion

Leatherankh on Grind my gears

5 days ago

I like the basic idea of this deck, lots of recursion with creatures that have powerful ETB effects, but I see some flaws in the deck design.

1) You have no green sources other than Aether Hub and Verdurous Gearhulk requires 2. You could bring it back with Ever After but that assumes it gets to the graveyard in the first place and the only self-mill you have is my second critique point...

2) You are running Combustible Gearhulk in a deck with an average CMC of 2.32. Yes you could pull 2 Hulks and deal 12, but you actually have a better chance of pulling a land, Fatal Push, and Grasp of Darkness, deal 3 and lose 2 of your removal spells, which is damaging because....

3) You are only running 9 creatures/artifacts, which gives you very few targets for your spells such as Mechanized Production, as well as limiting the usefulness of Verdurous Gearhulk's counters. And the other problem with being so spell heavy...

4) You are running 23 spells but only 3 draw sources, which means you are going to either end up empty handed after blowing through your removal or you will be sitting on a bunch of spells in your hand with no targets.

It seems like you are trying to do two different things with the deck, and that is the problem. You can't play both control and creature copy/recursion, you need to pick one and go from there. If you go with the former, skip the green 'Hulk and go with Noxious Gearhulk instead, add some Anticipate for card draw, pull out the creature copy spells, add some counters like Disallow and go up to 25 or 26 lands. If you go with the latter, go up to a full playset of the 'Hulks, swap out Fumarole for some combination of Botanical Sanctum and Blooming Marsh, add some counters like Negate and Dispel to fight your copy spells through and trim the removal.

I really like this idea overall. Hopefully my recommendations help. Good Draws!

lithium142 on Control/Mill

1 week ago

Ima start with path before I forget them. Some cheaper alternatives would be Sunlance, Journey to Nowhere, Condemn. If I think of others I'll post them. Path is getting reprinted in a couple weeks. So keep an eye on it =P should be cut in half at least.

What exactly do you mean by too much mana by the middle of the deck?

So Ghostly Prison is better specifically because it can come down 2 turns earlier. Sphere of Safety is a finisher of sorts in white control. That's in a deck running 4 Ghostly Prison, Runed Halo, Nevermore. By itself, sphere is just too slow. Which btw, I tried making a version of this with mostly enchantments, but sadly it made Sphinx's Tutelage not work very well. Need those cantrips! Anyway, Ghostly Prison is better in a deck whose win condition is not control, because it keeps you alive long enough to achieve your goal. If you were in a hard control deck, Ghostly Prison would keep you alive to play Sphere of Safety.

So.. Lands. Brace yourself, this is gonna be long.

This is always a rough topic because lands are hands down the largest barrier for entry new players face with this game. Unless you want to play mono colored decks, shock lands (like Hallowed Fountain) just make your deck better. Lands that enter tapped are inherently bad unless they do something game-changing. This is because they will frequently cause you to delay playing something when you need to have it out that turn. Shock lands allow you to make that choice. If you need something you can take 2 damage and get it out. If you don't need it, let it enter tapped. This is where fetch lands come in. Fetch lands (like Flooded Strand) make your shock lands better. This is by allowing you to make the desicion to have your shock land enter tapped or untapped on your opponents turn. So as an example, let's say it's turn 2 and you could play Remand or Thought Scour. If your second land is a shock, you'd have to shock yourself to keep mana for Remand. If you play a fetch, you can wait for your opponent to make the first move. If they don't play anything you care about, you can just fetch at the end of their turn and get your shock land tapped. But if they had played something you don't like, you could fetch right then and there, gotten your shock land, or even a basic land, untapped and countered their spell. It's all about giving yourself more options at any given point in the game. In addition, fetches get more lands out of your deck, increasing the probability that you'll draw cards which will win you the game. And it doesn't matter with your deck, but say you were running a three color deck; we'll say . A Flooded Strand can fetch Breeding Pool, Hallowed Fountain, and Temple Garden. That means a single land gets you any of your 3 colors. Quite the game changer.

Those are the 2 most important kinds of lands in modern. However, you're bound to see others with more specific functions. For instance Mystic Gate is called a filter land. It's pretty bad early on in a game, but not useless. Later in a game it enters untapped without having to shock yourself, so it's great for longer games; thus it fits great into control and tempo decks. The last one that I think is critical to understand is fastlands. fastlands fit into very fast decks and look like Botanical Sanctum. They work best here, because the downside doesn't matter much if you just win before one would enter tapped. Other decks can play them, but usually only 1 or 2. Something like infect will run 4. Also, Google future sight special lands. They're all completely different, but I'm sure you'll see a few of them.

I hope that helps. Hopefully my lands explanation wasn't too long winded. lemme know if you have any other questions! =)

Delta-117 on Managorger Control

1 week ago

I would try and get Spell Pierce for this to use over Convolute.

Also Blooming Marsh and Botanical Sanctum would be good upgrades to some of your tapped lands.

Wizard_of_the_Broke on Shoestring Budget U/G Delver

2 weeks ago

Something I forgot- you should also try and grab some Botanical Sanctum and maybe 1-2 Lumbering Falls. And now that I read everything, I think your best creature base is 4X Delver, 3-4 Mandrills, 2-3 Thing in the Ice. 12 creatures is usually the absolute max for Delver/Tempo.

owen.donnelly on Bant Walkers

3 weeks ago

I'd add in 2 more Canopy Vista's, and cut a Lumbering Falls and Botanical Sanctum

Lmlyvie on U/G Clues

3 weeks ago

I'm really confused. You have cards but no mana and/or no land, like Botanical Sanctum

shagg on Simic Pummeler

1 month ago

I like the way energy builds so fast with Panharmonicon out, and the counters build up equally as fast with Fabrication Module out as well. With that little combo, you might cut Highspire Infusion and run Glimmer of Genius. You need more land though, I had to mulligan a lot playtesting this. Lumbering Falls I personally don't like, but I know some are fond of their creature lands. I don't like that there is no way to bring it out untapped, and a 3/3 with basically a 4cmc that takes a land to the graveyard if it dies doesn't appeal to me. With only 2 colors, I don't think you need the 8 dual lands. The 4 Botanical Sanctum should be fine. I'd bring it up to 23-24 lands though. Also, an Inventors' Fair or 2 can really help when you get stranded and you're missing an artifact from your combos.

Pacification Array is a card that's really undervalued at drafts, but in constructed I don't think it really makes the cut. If you want to get past blockers Key to the City is better, or you could just go with Haunted Cloak (haste as an added bonus!) or Larger Than Life for trample. With all the energy you're rocking, your Electrostatic Pummeler doesn't need much of a bump before you start doubling it, and you have some +1/1 counters you'll be dropping as the energy comes in.

multimedia on Energy Elves

1 month ago

Hey djnewellmit, our decks do fold to Fatal Push, but so do just about all decks in Standard. A double Push opening hand from our opponent is very hard to come back from. One way to get around Push is to play more 3 drops since requires some work from our opponent to first trigger revolt which is actually difficult to do. This is one of the reasons I'm a big fan of Rishkar, Peema Renegade.

I would prefer to add more 3 drops than 4 or 5 drops because I still want to keep the mana curve low. You mentioned Tireless Tracker who's a great suggestion. Tracker can be incredible I'm currently playing three in the sideboard, but I could see her being an excellent main deck addition. It's possible that I should switch Narnam Renegade and Tracker around between main and sideboard. Both are excellent in the Golgari Constrictor matchup which is the reason I'm main decking Narnam. Narnam brings some added aggression which I like since him turn one into any 2 drop into Rishkar brings the beats.

Due to the way my three color manabase is built my removal options are very limited to just Push, making Grasp of Darkness in my opinion not a viable option because of the double black in it's cost. Botanical Sanctum is the problem I could replace it with Evolving Wilds, but this slows down the deck a lot and is not what I really want when using so many 2 drops. Noxious Gearhulk and Ob Nixilis Reignited are my sideboard removal answers to big creatures that are out of the range of Push. I don't need them until later in the game where double black is completely doable, but in the early game it's not. I feel 4x Push main deck, if you have them, should be the norm.

I like your suggestion of combating Push with Woodland Wanderer there's also Peema Outrider who goes more with the Elf theme. The problem is finding room for these creatures main deck or even sideboard. Aethersphere Harvester also plays a similar role like these creatures. It doesn't die to Push without a revolt trigger and it survives Grasp. It has the added benefit of being a great way to gain life with lifelink. I'm a big fan of Harvester and after sideboard I can go up to three copies of it. I recommend you add it main deck or sideboard because getting counters on it from a Rishkar or Verdurous Gearhulk makes it even more amazing and resilent. With Mimic gone the counters strategy is now on the shoulders of both Rishkar and Verdurous. Creatures that enter the battlefield or can make their own counters with an ability are very good because they can get bonuses from Winding Constrictor without needing other cards.

One of the best things going for this deck is it's ability to keep up with other decks or overtake them with board position in gameplay. Using a very low mana curve made up of mostly 2 drops who are all powerful for their two mana costs. I've taken a different approach after cutting Mimic without it Armorcraft Judge loses a lot and has also been cut. Using Mimic with Winding Constrictor I was finding that some set-up was required before playing other cards. This took away from the aggression. Ignoring this set-up now and just focusing on playing these great 2 drops getting them on the battlefield and being aggressive with them simplifies the strategy. I've cut all main deck draw instead putting it all in the sideboard. This might be a mistake, but I've done this to keep the curve as low as possible for game one of a matchup.

It's possible that Metallic Rebuke should be playing a bigger role here like you suggest. Being able to counter a turn five Verdurous from my opponent in the Golgari Snake matchup or turn four Gideon, Ally of Zendikar in Vehicles seems very good and a huge swing in my favor. I haven't really explored the possibilities with Rebuke it's really here for the Saheeli Combo matchup and Torrential Gearhulk Control matchups.

Metallic Rebuke got worse with the cutting of Metallic Mimic because he's fine in control matchups because he's an artifact which can get into play as early as turn two. Having 8x possible turn two artifacts, 4x Mimic and 4x Walking Ballista was very good to improvise Rebuke early. Rebuke is still amazing even with Mimic gone because of it's synergy with Ballista, Aethersphere Harvester and Tireless Tracker. Although Tracker is by far the slowest of the options to get an artifact into play. Choosing to main deck Rebuke is fine option and it would for sure help to give more uses for Mimic if you're using Mimic.


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