Geier Reach Sanitarium

Legality

Format Legality
1v1 Commander Legal
Frontier Legal
Vintage Legal
Modern Legal
Casual Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Eldritch Moon (EMN) Rare

Combos Browse all

Geier Reach Sanitarium

Legendary Land

: Add to your mana pool.

, : Each player draws a card, then discards a card.

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Geier Reach Sanitarium Discussion

Mandalorian on Nekusar

1 week ago

Windfall is still pretty budget

Waste Not

Geier Reach Sanitarium

StopShot on Any Suggestions for Mardu Draw ...

4 weeks ago

Hello, I'm looking for ways to draw more cards in . I'm trying to find effective two-card draw engines, basically any 2-card synergy that can repeatedly draw cards every turn. As a reference I am only looking for card draw engines that would draw more cards than simply playing Phyrexian Arena would, because why would I need two cards to do what 1 card already can?

I've made a list of card engines I'm currently utilizing, and another list of ones I've considered, but wouldn't fully commit to. I'd like to hear some fresh ideas or second thoughts on what I've laid out.

~Draw Engines I'm already running:

  • Skullclamp + Bloodghast = Draw 2 cards whenever you play a land. 4 cards if that land is a fetch land.

  • Land Tax + Scroll Rack = Get 3 basic lands, exchange them for cards on top your deck. Next turn get 3 basic land, and shuffle your deck to repeat process. Basically draw 3 every turn.

  • Necropotence = Pay 7 life, draw 7 cards. Obviously the best.

  • Geth's Grimoire + Geier Reach Sanitarium = While card draw is variable on the number of opponents - in a standard 4-player game you'll draw 4 cards and discard 1 after the first for each use.

~Draw Engines I've considered, but felt underwhelmed by:

  • Aggressive Mining + Drownyard Temple = A repeatable draw 2 for 3 mana is fine, but the restriction I can't play lands is detrimental and may not make up for the value produced. I also couldn't play it right away until I have enough lands in play to last me the game.

  • Aggressive Mining + Herald of Leshrac = Bonus points that my commander is Alesha, the only issue is while the combo is so evil that it will draw hate from across the table, the demon's culumative upkeep is too slow to effectively be oppressive.

  • Mind's Eye = Tends to get targeted and removed just as easily as Necropotence. Unlike Necropotence, Mind's Eye costs more mana to put on the field and can be removed before you make any advantageous card draw off of it.

  • Norin the Wary + Mentor of the Meek = Practically a creature version of Mind's Eye for one less mana and in addition I can use it to draw on my turn, however; I find draw engines using creatures tend to get removed more easily than those that use artifacts and enchantments, and that disruption can make this one impractical.

  • Humble Defector + Homeward Path = Same issue with the last draw engine mentioned. Creature-combos tend to be removed more easily, and in addition, this combo is limited to two cards per turn and usually I have to wait until my next turn to get started since Humble Defector will likely have summoning sickness.

  • Well of Lost Dreams + Words of Worship = While there is a slew of life-gain cards to choose from, none of them seem as practical or as reusable as Words of Worship . The issue sort of amounts to a combination of small issues being; it costs 7 mana to get both pieces on the table, it can only be started (mostly) on your draw step, and you got to pay a minimum of 4 mana just to draw 1 card more than Phyrexian Arena would which can be pretty harsh for a start-up tax.

  • Tower of Fortunes + Thran Turbine = While the turbine can be switched with Sol Ring or Mana Crypt, it tends to beg the question why not run both or all three? Essentially your 1 or 0 cost artifact helps by making the activation cost from 8 to 6 which is much more reasonable for drawing 4 cards, yet still as costly. Braid of Fire may be considered instead, but you'd need to wait 3 turns after playing it just to make 1 mana more than the Thran Turbine to make a difference. Mana Flare can also be used instead to practically make the activation cost 4 mana, but it gives your opponents a ridiculous amount of mana to use which can be too severe of a drawback.

  • Sensation Gorger + Runed Stalactite = Unless you're already running a Goblin or Shaman tribal deck, revealing a creature card on your upkeep will result in discarding your hand and drawing 4 cards, plus the additional card you'd draw on your draw step. The three issues with this set up are; if your opponent(s) like their hand removing this will become their top priority, if your opponents have no hand or useless cards in hand this may restock them with what they need faster, and lastly there's always the possibility you might not reveal any creature cards for turns and turns to come unless you're running a creature-heavy deck, and even then you can still top-deck a land.

  • Kurkesh, Onakke Ancient + Sensei's Divining Top = This works similar to how Sensei's Top works with Future Sight, but not as good. Essentially you can tap the top to draw a card and copy the draw ability with Kurkesh so you can draw a card and the top again. This allows you to pay 2 mana to draw 1 card as many times as you'd like. Do note though creature draw engines tend to be more weak since creature remove and boardwipes tend to be prevalent.

  • Invasion Plans + Infiltration Lens = It might be a three card draw engine since you need Infiltration Lens equipped to a creature, but it doesn't matter what creature it is preferably one without flying though. Because Invasion Plans says the attacker chooses blockers you can have your equipped creature be blocked by all creatures an opponent controls, which will trigger Infiltration Lens for each creature that blocks. That means if your creature is blocked by 3 creatures you'd draw 6 cards. The main issue with this draw engine is it depends strongly on the number of untapped creatures your opponent controls. Invasion Plans can also leave you open to large beaters since it can allow your opponents to have you block only their smallest creature or force you to make unfair trades in combat.

  • Sensei's Divining Top + Darkblast = This isn't so much a draw engine as it is an effective top deck filter. Sensei's Divining Top suffers from the fact you're stuck with whatever the top three cards of your deck are. Luckily Darkblast tends to mitigate this with its dredge 3 as well as being easily disposable to put back into your graveyard for further use. While these two won't net you any extra cards it should be noted that both pieces can be pretty hard to remove on their own and may get you to your more valuable cards faster, so I felt it was worth a mention.

Rivenor on Karador, Ghost Chieftain /Budget

1 month ago

Fun to see a budget brew for Karador since he is often played with big expensive stuff. Here are my suggestions:

  • Geier Reach Sanitarium is a lovely loot land that a revival deck can always enjoy.

  • Eternal Witness is always a classic.

  • Solemn Simulacrum same as witness, just kinda works in near anything. Plus here you can sac him whenever you like.

  • Deadbridge Chant is a really fun card for what you want to do here. Persistent revival is great and this one is not too pricey.

ExtraEasy on Red White Angels (Modern)

1 month ago

xyr0s, Qolorful, landofMordorand Unlife,

Thanks loads for your responses. Ive made most changes you guys have suggested and your feedback is making starting a modern deck way less scary. Im going to play test the new list with the long sideboard and see where that takes me.

Changes:

-Path to Exile for Stasis Snare, Thanks Xyr0s

-Lightning Bolt for Galvanic Bombardment, Xyr0s

-Anger of the Gods for Kozilek's Return, Qolorful

-sideboard is all a mess thanks to LandofMordor, im planning on throwing lots in there and culling down in play testing.

-lands have been swapped out for more untapped entry thanks to Unlife.

A few things:

-Im going to keep Geier Reach Sanitarium and give it a chance before turfing it.

-Id love to find space for an Authority of the Consuls or two

-Im hesitant of adding more creatures into the deck but i think Linvala, Keeper of Silence is great inclusion into the sideboard.

Thanks for your help so far, im really looking forward to playing this deck!

xyr0s on Red White Angels (Modern)

1 month ago

Cards I'm not too sure is a great idea:

  • Geier Reach Sanitarium. Too many opponents get more out of this than you do, even when you discard Drownyard Temple.

  • Galvanic Bombardment. Get Lightning Bolts instead. You are not getting anything extra out of galvanic until you play the third of them, and you can't point it at your opponents face anyway (which is one of the nice features of lightning bolt).

  • Descend upon the Sinful. I get the idea - remove all of it, permanently. But the cost is forbidding, especially against the decks where you want "exile" rather than "destroy" (dredge, I guess, and maybe a couple of others but not to the same extent).

  • Stasis Snare. No one likes giving the opponent land, like Path to Exile does. But path is significantly cheaper. You can play something else on the same turn, and that is important.

Overall, it's an open question how often you get to use your madness/discard cards for their intended purpose - in which case they are good - or just have to hardcast them (and then they are bad). If fast decks with plenty of creatures are a problem (and I guess they are), you could move Kozilek's Return to mainboard.

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