|Commander / EDH||Legal|
Printings View all
|Commander 2019 (C19)||Rare|
|Magic Origins (ORI)||Rare|
Combos Browse all
Instant and sorcery spells you cast cost less to cast.
Whenever you cast an instant or sorcery spell, scry 1. (Look at the top card of your library. You may put that card on the bottom of your library.)
|Have (2)||Mortiferus_Rosa ,|
|Want (7)||dickinmyass , t0ph3r , SteelMan , Lander271 , undocumented , zilikken , ATTILAtheHUNGRY|
Jace's Sanctum Discussion
3 weeks ago
deli; Dreamscape Artist is an awesome budget creature for this type of deck, but I don't look at him or similar cards (like Journeyer's Kite ) as "ramp" (ei. Accelerating the amount of mana available each turn), but rather a sort of card selection / advantage / colour fixing. Noyan wants to hit his land drops every single turn, since your (land) creature count is your main wincon and defense.
Unstable Obelisk , Jace's Sanctum and the deck's creature untapping spells are the only true ramp spells we have (and sometimes Disciple of the Ring and land untappers if you have a Karou land animated), but stalling the game to turns >7 is easy enough to justify a higher land count over true ramp spells.
If you're playing a landfall / land reanimation list, or are otherwise in Blue colours outside of Green, Dreamscape Artist is pretty decent for his pricepoint
2 months ago
king-saproling hello, thanks for the comment! I appreciate your input, and here's how things break down for me on the recommended cards. Swarm Intelligence + Thousand-Year Storm ended up being too slow mana wise, as they were both in the very early builds of this deck. The electromancer and familiar kind of fell in the same boat, as the reduction is nice but the creatures in the deck don't tend to stay long term as I focus even more on slinging spells. Mizzix of the Izmagnus however I just don't like to play outside of the command zone, since its either better to run more than one card that cares about experience counters or to not rely on them at all. Jace's Sanctum didn't make the cut for the same reason as the electromancer, Memory Plunder was in an earlier build as well, and while I like the card it can only hit cards in opponents grave, which can be rough. The devils, vengeance and spellseeker are just not something I want in this deck, as the first is too slow, the second can be irrelevant in my meta, and the last is too limited for me. Spark Double is a card on my to get list, and Muddle the Mixture got cut due to the fact that I trimmed counterspells, and as a transmute effect... I would rather just cast an actual tutor, be able to get anything, and above all have a repeatable spell without extra steps. thanks for your input!
2 months ago
These might interest you: Muddle the Mixture , Swarm Intelligence , Thousand-Year Storm , Goblin Electromancer , Nightscape Familiar , Jace's Sanctum , Mizzix of the Izmagnus , Charmbreaker Devils , Spark Double , Increasing Vengeance , Memory Plunder , Spellseeker
2 months ago
Hey there! I've got a few suggestions, though it's kind of hard to offer any tips since I don't know what your budget is or what your playstyle is. I'll just throw them out there anyway and if you've got any questions let me know. :)
Curiosity - this is the second half to the classic instant win combo with Niv. Almost an instant win when you get it enchanted.
Ophidian Eye - same as curiosity, just a backup
Niv-Mizzet, the Firemind - if you're going for the combo win, this provides you with a backup for your Niv in case he gets too expensive to cast.
Tandem Lookout - another backup for Curiosity.
Talrand, The Sky Summoner - great if your plan is to cast a boat load of spells.
Baral, Chief of Compliance - more spell discounts!
Cyclonic Rift - one of blue's best removals
Sapphire Medallion - DISCOUNTS DISCOUNTS DISCOUNTS
Lightning Greaves - protection for your commander
Swiftfoot Boots - more protection for your commander
Jace's Sanctum - foams at the mouth
Lastly, lands. there are toooons of good lands that you can add here, I'll make a separate post for them later though.
If you want more suggestions or want to gear the deck towards a specific strategy, let me know and I can make better suggestions.
3 months ago
Ok, here we go;
Explosive Vegetation & Skyshroud Claim - at 4cmc they occupy very awkward spot for ramp, both regarding the fact that at 4 mana you can do better things and the fact taht they don't really help you speed into faster Riku cast. Hence these should be cut IMHO
Rude Awakening - for your purposes, there is almost a strictly better card than this. At 5cmc and at sorcery speed, this is very risky and limited. Turnabout costs 1 mana less (though it's , which is a very different cost), works at instant speed and can be used occasionally to disrupt others' wins.
Tempt with Discovery - you don't have any key lands you want to tutor for. This is just a "fun" and vastly overpriced piece of ramp for you. You can and should play better ramp than this.
Bag of Holding - I assume this is here because of the flavor. But it's a terrible card in here. You'd be surprised how much of your "need" for proxying would be alleviated if you wouldn't play bad cards.
Mind's Dilation - cute, but haos rarely works in your favor. And at 7cmc it's hella expensive for such randomness
Arcane Melee - there is a card you might like more. THis costs 5 mana and gives the discount to your opponents, which isn't really good. Jace's Sanctum gives you a smaller discount, but costs less to cast and gives all your spells additional value.
Chaos Warp - this is good in color combinations that lack some kinds of removal. With both green and red at your disposition, you can certainly deal with a wide array of threats, and paying 3 mana to remove something seems like too much.
Archmage's Charm modal spells are cool. But in a 3c deck is a red flag. You can't really expect to cast this reliably. In 1 or 2c, it would be ok, but in here it seems like a nonbo.
AEtherize - this seems irritating at best, and at 4 mana surely you should be casting better removal than this.
That's 10 slots to work with.
First off, ramp. Your land count seems fine regarding your commander's cmc and ramp requirements. But your ramp package is horrible. If you want to do stuff and do it soon, you need to play better ramp than you currently are. Better ramp should also enable you to keep more 2-land hands and make your mid-game stronger, which seems to be a problem as it is now.
Also, this would make Isochron Scepter and Dramatic Reversal stronger options. Scepter would already be very cool in the deck. And with this many artifacts around, Dramatic reversal would become a decent ritual. And those two together with new and improved ramp package are a neat combo you can use to finish games.
This would leave you with one flex slot. My suggestion would be either Swan Song or Nature's Claim , depending on which you fear more; spells or permanents. Also, regarding the meta and specific wincons you're packing, Natural State could be a decent replacement for Claim if you mind the lifegain.
Further optimization would aim to lower your curve, probably by compacting the copy theme and x-wincons, to include more cheap filtering/draw spells for value casting
3 months ago
Hi, I was reading through your decklist and description and had a couple of suggestions that might make your deck run better. I too have made an Elsha deck and learned quite a bit about how to hone her; however, I will preface this with I made mine geared more towards cEDH, but these are just general optimization tips.
My core suggestion is that you don't need to win more. That is, once you've achieved your top combo and gotten your deck in hand, you should be able to win. Here's a short run down, on the board is a way to reduce your artifacts by (at least) . You can play Sol Ring then play another cost reducer. Let's say you now have Helm of Awakening and Foundry Inspector out. You can now play enough cheap mana rocks to play Jace, Wielder of Mysteries , draw a card, and end the game. In my experience, most playgroups don't like to sit there waiting while they know you can win. You don't need to worry about getting infinite mana with Saheeli and Urza, Lord High Artificer .
As for the focus on storm, you don't need it. Most storm-based strategies cast a bunch of free spells or get infinite mana to cast something big to end the game. Since you already have a way to close the game without having to worry about the storm count, it's not needed. I would suggest taking out the following:
- Storm Entity
- Ignite Memories
- Mind's Desire
- Temporal Fissure
- Volcanic Awakening
- Thousand-Year Storm
There are also some more general optimization that I would make too. You are running some pretty inefficient cards like Oona's Grace . There are far more efficient card-draw spells. There are also several nonbo cards like Zetapla and Angel of Invention . Each card should be advancing you towards your main goal. They are not. Lastly, I would remove most of your instant /sorcery synergies, like Ral, Storm Conduit . Instants and sorceries make up less than 20% of your deck. Almost all of your pieces that combo with them will be duds for most of the game. These include:
Good luck, and I hope that you enjoy your deck!
3 months ago
Jace's Sanctum occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%