Island Sanctuary

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Masters Edition IV (ME4) Rare
Fifth Edition (5ED) Rare
Fourth Edition (4ED) Rare
4th Edition Foreign Black Border (4EDFBB) Rare
Revised Edition (3ED) Rare
Revised Foreign Black Border (3EDFBB) Rare
Unlimited Edition (2ED) Rare
Collector's Edition (CED) Rare
International Collector's Edition (CEI) Rare
Limited Edition Beta (LEB) Rare
Limited Edition Alpha (LEA) Rare

Combos Browse all

Island Sanctuary

Enchantment

If you would draw a card during your draw step, instead you may skip that draw. If you do, until your next turn, you can't be attacked except by creatures with flying and/or islandwalk.

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Island Sanctuary Discussion

catrule3564 on Budget Competitive Legacy - Angry Birds

1 month ago

Personally, I would trim some of the enchantment package for Spellstutter Sprite and Spell Queller. It's nice to have your interaction stapled to bodies instead of enchantments.

Remorseful Cleric is another nice card that was printed recently. I would play 0-1 in the main and 1-3 in the side.

This would change how the deck plays, so if you want to stick to the enchantment package I would just recommend trimming an Island Sanctuary. 4 Sanctuary and 3 E Tutor is more than you need for a card that you don't want in multiples.

I would also say Cloud of Faeries too low impact without Spellstutter Sprite

Raging_Squiggle on

1 month ago

Being a fellow "enchantment tribal" deck player, I know that this type of deck is rather slow to get going, which requires certain cards to help keep you in the game. My suggestions will be based around that, as well as the list of opponents you gave on your thread. If you have any questions on my suggestions or what to take out, I'd be happy to go into detail with you.

As for slowing down other players and keeping you in the game, Overburden is a rather unknown card but surprisingly effective. If not dealt with, it can leave players at 3 or 4 lands or stop them from playing creatures for a time. Personally, this card won me a game against an Ezuri, Renegade Leader deck because I got it out early enough.
Solitary Confinement is another underrated card. While the drawbacks are significant, the benefits are equally as potent. As long as you have some sort of draw engine, you will be fine.
Island Sanctuary goes in the same category as Solitary Confinement, providing you with significant creature evasion that's worth the price.
Energy Field is also an underrated card, especially with Estrid being able to ult and bring it back if needed. It's good early game to protect you and late game it's an added nuisance to your opponents.
One of the best draw engines I've found for this deck is Rayne, Academy Chancellor. If Anything you control or you is targeted, you can draw a card for each time. And with your commander's -1 ability being able to enchant her, you can draw 2 cards every time. It's a deterrent, while also a powerful draw engine when people want to get rid of some annoying enchantments.




As for dealing with the list of opponents you gave, these cards will deal with them to a point while also being just a general good addition to the deck:
1. Izzet Partner Politics: Difficult to suggest a card here as this can mean numerous things.
2. Yidris Cascade: Teferi, Mage of Zhalfir, Rule of Law, Eidolon of Rhetoric, Dovescape, Humility, Solitary Confinement, Maze of Ith, Vanishing.
3. Atraxa: Solemnity, Humility
4. Krenko: Damping Matrix, Humility, Overburden, Leyline of Singularity, Dueling Grounds
5. Sigarda: Bonds of Mortality, Humility
6. Zacama: Containment Priest, Humility, Overburden
7. Breya: Aura of Silence, Damping Matrix, Suppression Field (Affects planeswalkers too, so be aware), Solitary Confinement.
8.Edgar: Not familiar with vampire opponents, but Humility, Solitary Confinement, Dueling Grounds can help.
9.Shu yun: Humility, Maze of Ith, Vanishing, Solitary Confinement, Energy Field



Other cards that are worth including: Carpet of Flowers, Dawn's Reflection, Stasis, Fertile Ground, Rhystic Study, Mystic Remora, Sylvan Library, Overgrowth, Verdant Haven, Wild Growth, Supreme Verdict, Terminus, Boseiju, Who Shelters All.

Gleeock on Tuvasa, the Russian Ambassador to Blue

2 months ago

In my list of weird enchantments to think about: Aurification, Lightmine Field, Island Sanctuary - useful finally? Mystic Barrier - who uses this? Divine Presence - see prior Spirit Link - because I want to see you put this on someone's walking ballista Web of Inertia - for bizarre pillowy graveyard hating?? Pollenbright Wings because I have yet to see an enchantment commander voltron land with it and suddenly turn into a swing wide deck. You think Enchanted Evening will stay on the rise because of this?

Moby_Copperfield on Bant Bants

2 months ago

How about Archetype of Imagination and Island Sanctuary or Stormtide Leviathan to prevent attacks from most creatures?

IzzWizz on Estrid Bant Enchantress Pillowfort

2 months ago

I'm going to assume that Serra's Sanctum, Replenish and Academy Rector were left out for budget reasons.

I've been playing a G/W Karametra, God of Harvests enchantress build for about a year that I'm working on porting over to either Tuvasa, the Sunlit or Estrid, the Masked Here's my thoughts:

I prefer Ground Seal over Rest in Peace. It hoses most graveyard and reanimator stategies, while leaving your own graveyard intact for replenish effects.

Nevermore isn't great unless you know there's dedicated hate out there. I can't imagine wanting to cast this unless I'm pretty sure it's going to stop a Merciless Eviction or Bane of Progress.

I don't like Faith's Reward. Teferi's Protection accomplishes the same thing for 1 mana less and can double as a fog in a pinch. If a sweeper catches you with your mana down, you're better off with Replenish or it's budget replacement Open the Vaults

Don't run Ever-Watching Threshold along side Propaganda, Ghostly Prison and Sphere of Safety. Sticking one of those is already enough to disincentivize everyone else from attacking you. You're just not going to trigger the card draw often enough, AND it's only 1 card per combat step. I might be on board if it was per creature. It's also unneed, we're up to 7 enchantress effects with one in the command zone if you want it. Drawing cards isn't going to be a problem.

I'm not really a fan of Genesis Wave outside of green decks that ramp crazy fast and cast it to put half their deck on the field. We want more tutor effects to get out our enchantresses and start snowballing. Eladamri's Call and Green Sun's Zenith both deserve spots. Commune with the Gods is pretty good too.

If you see any amount of Mizzix of the Izmagnus, Meren of Clan Nel Toth, Atraxa, Praetors' Voice or Infect decks in your meta, then you're nuts for not running Solemnity. Kind of odd to see Phyrexian Unlife in a deck without tbh. You'd be better off with Worship or even Island Sanctuary than running unlife by itself since it only buys you 10 points of life.

Speaking of Solemnity, there's some fun combo's you can run with it. Land Decree of Silence and you have the game pretty much locked down. Dark Depths is the old stand by, still good though.

If you opt to not play Solemnity, you should run Parallax Wave. Parallax Wave + Opalescence or Starfield of Nyx means everyone else is done playing creatures, since you can just exile them all. For those that don't know how this works, it's basically the same as sacrificing Oblivion Ring in response to the first trigger. 1) with both parallax wave and opalescence out, exile an opponents creature. 2) HOLD priority and exile parallax wave to itself (opalescence turns it into a creature). 3) allow the stack to resolve. Parallax wave's second ability will remain in effect as it leaves the battlefield and immediately return it. The returning parallax wave is recognized as different wave than the one that just left play. 4) Allow the trigger exiling your opponents creature to resolve and it's gone for good. 5) repeat. You can also abuse this for infinite ETB triggers on your own creatures if you want.

You don't have any real ramp in your list as it is. Exploration and Burgeoning will let you play extra lands, but you still need to drawn them. Karametra only works when you cast a creature and you only run 14. Heartbeat of Spring helps your opponents as well as yourself. Zendikar Resurgent is expensive as shit and Mirari's Wake will rarely make around the table. The green enchant land cards will actually ramp you, and are quite good. They're a bit better in an Estrid list, but they worked very well for me in my G/W build. Abundant Growth (tho it's only fixing, not ramp), Fertile Ground, Overgrowth, Utopia Sprawl and Wild Growth are all worth slots. The other 3&4 CMCs aren't as great, with Weirding Wood being the best.

Homelessguy on

3 months ago

Maybe run Solitary Confinement over Island Sanctuary?

Rabid_Wombat on Arcades' Walls and Wares Emporium

3 months ago

I've already got an old Arcades Sabboth Wall deck...to say it's going to get an upgrade with the new version is an understatement! Here are some recommendations:

Harsh Mercy Blow up everything but Walls! Kindred Discovery Just awesome for card draw. Kindred Summons Double the Walls, double the fun. Island Sanctuary Who needs a Draw Step when you have the new Arcades? Mentor of the Meek More cards, more wins. Feed the Pack Overwhelm the board with Wolf tokens ftw. Sunweb Big fatty with evasion. Illusionary Wall See above. Walking Wall Can be pumped up to stupidly high levels. Fortified Area Buffs Walls. Animate Wall Get on the attack early. Colossus of Akros With Monstrosity he is a boss late game. Sphere of Safety I run a lot of Enchantments so it's in.

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