Geier Reach Sanitarium


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
Eldritch Moon Rare

Combos Browse all

Geier Reach Sanitarium

Legendary Land

: Add to your mana pool.

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

View at Gatherer Browse Alters

Price & Acquistion Set Price Alerts

Cardhoarder (MTGO) 12%

0.18 TIX $0.3 Foil


Recent Decks

Load more

Geier Reach Sanitarium Discussion

majin_shinsa on Mono 8- Rack

2 hours ago

You know that you can cast Fatal Push starting on turn 1. Murderous Cut requires 4 cards in the graveyard plus a mana, which you most likely won't have when Tarmogoyf drops on turn 2. If you Small Pox before hand, you can then kill anything with a casting cost of 4. Night of Souls' Betrayal helps vs fairies and other weenies like tokens. I also run 2 Damnation in my sideboard. Geier Reach Sanitarium works with Waste Not. I also like Flaying Tendrils to deal with graveyard shenanigans.

WeWhoSaidWhat on The Cryptic Enigma(AKH)

4 hours ago

So including your 5 cycle cards, you have 15 discard effects, and while you can capitalize on them with Bedlam Reveler and Enigma Drake, I think you could use a couple Drake Haven, I would put 2 in either the sideboard or mainboard.

You're keen on the Suns MB, so I would drop some Fevered Visions for Drake Haven. You'd obviously side out Suns for Haven, or vise-versa, as the drakes can't survive Suns.

Though I know Shock stops Copycat, I still think Galvanic Bombardment deserves a place here. I'd bring 2 Magma Spray in the main over Soul-Scar Mage as I think four-of is a bit much (to me, his main purpose is burning and early game beats, while the fliers are the combat powerhouses). You have Incendiary Flow which can stop recurring threats like Scrapheap Scrounger, but being able to deal with them at instant speed mainboard is crucial.

This should leave you enough room in the Sideboard for the set of Galvanic Bombardment if you drop the 2 remaining Visions. The extra slot can be left for the remaining Spray, or another Lightning Axe.

The last edit should be the mana base. This is a fast deck, so having five lands that always come in tapped is a bit dangerous. I'd drop the Highland Lake for Geier Reach Sanitarium for looting. And drop two each of Fumarole and Bluffs for some basics.

This all said, I love the deck and will definitely be trying it out.

Anski on Blue/Black Zombies

14 hours ago

I would definitely cut Rancid Rats, Noosegraf Mob, Seagraf Skaab, Tattered Haunter, Doomed Dissenter from the creatures and Rise from the Tides, From Under the Floorboards and Drag Under from the sorcery slots. I would also probably cut Mindwrack Demon, Geralf's Masterpiece and Lamplighter of Selhoff.

Here's some of my reasoning behind those thoughts.- Rancid Rats I don't think you want to playing a 2CMC 1/1 even though it has death touch, you could be playing something more impactful even on a budget.

  • Noosegraf Mob 6mana creature is already pretty hard to cast and the fact that it does nothing when it comes on the board feels bad for that cmc. Even though it can take over the game after that, I still think that at 6 mana you would be better of recurring or playing multiple zombies that do more or holding up spells.

  • Seagraf Skaab 2mana 1/3 doesn't really kill or trade anything relevant, again could be using this slot to focus on having more impactful spells/creaturs.

  • Tattered Haunter Again doesn't really do anything for whats it worth.

  • Doomed Dissenter This could actually be playable, but I think you could still be playing something better.

  • Rise From the Tides This card works better in a deck that is really trying to break it. The zombies entering tapped is a big downside since they can't even block.

  • From Under the Floorboard I don't think you deck has enough looting effects to really take advantage of this card, Amonkhet also had this card Liliana's Mastery which is the same cmc but pumps your whole team and gets you 1 less zombie. Not sure if I would play even that though, but it is definitely more powerful.

  • Drag under basically reads "Delay your opponent by a turn, draw a card" or it gets rid of a blocker. But again for 3 mana you could be playing something better. 3 mana is surprisingly costly price to play for a spells that doesn't improve your board state, unless you're hitting for lethal but you need to get rid of a blocker.

  • Mindwrack Demon this is a powerful card, but it works much better in a deck that is dedicated on getting delirium fast.

  • Geralf's Masterpiece this is again a potentially powerful card. But it's very hard for a deck like this to have a near empty hand to cast this on turn 5 to get a lot out of it.

  • Lamplighter of Selhoff probably my favorite art in all of SOI, but sadly the card isn't very good outside of sealed/limited if you get synergies around it.

There are some other kinda bad cards as well like Liliana's Elite that could be cut for something better, but enough of that. Lets see what could help your deck perform a lot better. First of all focusing the on something for recursion or for aggro. Seeing that you're already in the camp I would suggest going for the recursion theme. Playing more 4x cards also really helps with consistency so you get to do more powerful plays more often.

I'll list a couple of cards that I would always run 4x in a zombie tribal with recursion theme.

  • Prized Amalgam this really the key recursion creature and one of the cards that will make your deck very resilient against removal.

  • Haunted Dead 4cmc 2/2 that gives you a 1/1 flyer isn't great, but the ability to pay to discard 2 cards and then bring it back is. You can even do things like have this creature die, use the ability target 2x Prized Amalgam in your hand and you would get all of them on the board. Also you can do that at instant speed during your opponents second main phase to get the amalgams ready for attacks on your next turn.

  • Cryptbreaker 1 mana zombie with a major upside is pretty good. Its ability lets you get Haunted Dead into the graveyard so you can use it ability easier.

Those are what I would definitely run as 4x every time. Now I can give you some ideas of cards that I might or might not run as 4x but would definitely run 2-4 copies of.

  • First of all this card Voldaren Pariah  Flip not a zombie, but vampire with a sweet art is almost as good right? If you got 5mana with at least 4 and a Cryptbreaker on board you can use its ability to discard this card and then cast it for madness using the zombie token you just created as 1 of the 3 creatures to flip this card and kill 3 of your opponents creatures. Most of the time you want to be probably sacking Haunted Dead and 2 Prized Amalgam since you can then just get them back on the next turn. This is a really awesome card and I would run 3-4 of these.

  • Lord of the Accursed make your whole team bigger and can even give them menace, very nice card since you're running almost only zombies. I don't know how many of these I would run, but this card looks like it could be worth a shot.

This is the kind of shell I would build for a deck like this other cards worth considering 4xFatal Push annoyingly pricey but a very good card. Some form of card draw is also good, like your Epiphany at the Drownyard for an example. Having 2x Geier Reach Sanitarium instead of 1 could also be nice.

I hope this comment helps or gives you some fun ideas. I didn't really want to become "play THIS or dont play" so please do brainstorm with it a bit and fit it into your own budget. Luckily none of the cards I mentioned are more than 3 dollars (aside from push), so getting a powerful deck shouldn't be very expensive :)

Zeth4 on monoblack worldgorger WIP

1 day ago

You definitely need to run at least 1 non-worldgorger creature that lets you win with infinite mana as it lets you turn any duplicate entomb into a win condition, particularly if you are running buried alive. good ones are Oona, Queen of Fae or Bloodrite Invoker

also you could use Geier Reach Sanitarium if you need and extra i win land (if you add a win con creature)

WargRave on Mindrazer's Gifts

3 days ago

Hi, took a look at the deck and I think I see a few swaps:

Rupture Spire->Vivid Crag

Obelisk of Grixis->Commander's Sphere


Some cards to consider adding:

+Fate Unraveler Another, probably easier to cast, Underworld Dreams effect along with a 3/4.

+Geier Reach Sanitarium Another Mikokoro, Center of the Sea, in fact it's better because you also have discard triggers.

+Bojuka Bog Likely someone in your meta has a graveyard based deck, and this is a very low cost way to greatly damage them. Especially since you will be fueling them with all your discard. For that matter, adding Nihil Spellbomb or Relic of Progenitus could be wise too.

+Liliana's Caress You've got Megrim, might as well use this too.


And a few things that might not be pulling their weight here:

-Otherworld Atlas This seems just too slow. Charging it once makes a Temple Bell that etb tapped and costs 4. Charging twice is a really slow Font of Mythos. Charging three times is...three turns of nothing. If there were a heavy proliferation theme, then maybe.

-Laboratory Maniac Are you decking yourself before opponents are dying? If you've gone through 99 cards, or even 80, the opponents should be at -40 life or less. They'll also be damaging each other too. In the unlikely event someone maintains positive life, you'll probably deck them before yourself anyway if they played any of their own card draw. If you still worry about it, Time Reversal and Day's Undoing can replace two of your other wheel effects.

-Omniscience This just isn't the deck for this card. Yes all your Howling Mines can refill you each turn, but pretty much nothing in your deck is card advantage, so you can't drop this and storm through your library or anything like that. At the point you hit 10 mana you can pretty much cast 3 spells + play a land each turn anyway, so Omniscience only has value after you have ten mana, and if you draw more than 1+(mana available/averageCMC) cards per turn. At every other time (so way too often) it's dead.

-Nicol Bolas, Planeswalker Sure he's powerful in a generic way, but he doesn't synergize with the deck, and I think he's next on the chopping block because of his cost.

-Magus of the Jar Having summoning sickness and costing five makes this questionable to me.

-Leyline of Anticipation Another generically powerful card, but you know what else is generically powerful? Signets.

Scorprix on Shadow Perspective Combo (Competitive)

5 days ago


If you see another Geier Reach Sanitarium, then try adding a Perpetual Timepiece, but for now I don't want to lose consistency and SB space to add a card that barely works in this deck.


Yea that card kinda blows for me, but usually opponents won't draw their hate cards anyways so I'm hinging on that mostly.

Trveheimer on Big Brother is Watching And His Name is Neb

1 week ago

ah well and Notion Thief + Geier Reach Sanitarium is also Nasty especially because u can activate the sanitarium in the upkeep of an opponent who had no cards just after his draw = he will be forced to discard that one card he was just drawing.

i run the whole thresome of Thief, Archivist and Sanitarium in my Tasigur and though its just a drawing mechanism for me and nothing important for my combo, its effect is heavy. just be careful not to have the Thief out with an enemy having a Consecrated Sphinx because that player can mill you then.

Load more