Jace's Sanctum

Legality

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

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Set Rarity
Magic Origins Rare

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Jace's Sanctum

Enchantment

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.)

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Jace's Sanctum Discussion

Snickles@EDH_only on Izzet Even Funny Any More?

3 days ago

I'd swap out Blaze for Fanning the Flames. It lets you recur the burn, and build it bigger & brighter. Spell Burst, Reiterate, Forbid, and Capsize are all solid choices for recurring spells, as are Arc Blade and Reality Strobe, getting more bang for your buck, as it were. not sure if I'd run all (or even that many of) them, but figured I'd point them out.

you seem to be excessively interested in the opponent's hands, with all the Peek cards you have. I'd probably swap them for better drawing options - Sleight of Hand, Telling Time, Opt, Peer Through Depths, Serum Visions and Think Twice all seem like better fitting options here.

For enchantments, wondering why not run Jace's Sanctum or Cast Through Time. hell, Arcane Melee works for opponents also, but you will probably be getting better mileage out of it.

for creatures, I figured I should mention Thing in the Ice  Flip, Guttersnipe, Mischievous Quanar, Curious Homunculus, Gelectrode, Augur of Bolas, Djinn Illuminatus, and Galvanoth.

lastly, Recoup for an earlier version of Past in Flames that's single target, Mizzix's Mastery because holy overload batman, and Increasing Vengeance because if its worth casting, its worth casting more than once.

sorry to dump a wall of links on you, been looking at making a similar deck for a while, so had most of these on my mind. best of luck!

ScionLocke on Mizzix of the stuff

1 week ago

Hey there! Nice deck and i have a few recommendations: Mystic Speculation because i think one blue to scry 3 constantly is pretty good; speaking of scrying, Jace's Sanctum for when your commander isn't in play; Knowledge Exploitation because you have the other good "play your opponent's deck" cards; Spelltwine and Past in Flames to recur some good spells; and lastly Future Sight so the top card of your deck is also your hand. That's all i can think of for now, hope i helped!

KongMing on NARSET IS TOO MUCH FUN!!(help appreciated))

3 weeks ago

Jace's Sanctum can give you quite a bit of reduction overall, and gives you reliable Scry for better Narset options.

Also, you gotta get America dragon in here. Numot, the Devastator is really fun and has a lot of utility in Commander, where so often lands like Rogue's Passage can give a player an extra level of threat. Plus, the lands you destroy can belong to any player, so you can swing at one person and destroy another's lands.

Speaking of which, Rogue's Passage is a bit mana heavy, but allows you to attack with Narset without having to worry about blockers.

Basilisk Collar on Narset gives her First Strike and Deathtouch, stopping a lot of blockers from being able to stop her. It is a little pricey though, not exactly a budget card.

Nice deck overall. I like it. +1

NoobiestSchwiftyNoob on Talrand Wants Opinions

3 weeks ago

The main purpose of Polymorph is to actually target one of my own drakes in order to cheat out one of my biggest creatures. Considering I get a drake back for casting it anyway, I figured that a 1 for 1 wasn't a bad thing to throw in. I do see the potential with Jace's Sanctum and will probably be replacing Favorable winds with it. Thank you!

EmmaMuu on Talrand Wants Opinions

3 weeks ago

Nice deck man, a couple of suggestions:

I prefer Pongify and Rapid Hybridization over Unsummon and Vapor Snag, they leave the token on the board but usually you don't have to deal with the threat you removed again which is nice.
I think Polymorph is bit shaky here, mostly because you are running some small creatures that could get in your way. You could replace Polymorph or run only big creatures to cheat into play with it.
I'm not a big fan of Favorable Winds, it's only good when you are alredy in a good position and most of the time it doens't win you the game. You could replace it with Jace's Sanctum, a staple for Talrand in my opinion.
Planeswalker are nice but running three I think is too much, Jace, Memory Adept is not great if your main strategy isn't alredy to mill your opponent. I would replace it with some more card draw instead.

For more options take a look at my version Chicken Slingshot

Iamme10000 on The Charming Chromatic Guild

3 weeks ago

KongMing, thanks for the feedback! I might've figured out Cascading Cataracts on my own -- but probably not. ;_;

Jace's Sanctum is good, but I prefer cards that I can use to full effect. If I take a turn to cast the Sanctum, then I can't mess with people. It's a personal choice, though - it's just a pet peeve of mine.

Along that line, Chandra, the Firebrand is the same: tapping out in this deck is BAD. Also, copying charms lacks the versatility, because you have to choose the same mode (706.10). Thus, I'm also skeptical of Cloven Casting, despite the utility. Bosium Strip might be better...we'll see. Playtesting will ensue.

I got to focused on modal effects. Wealth and Snappy and BTL are all in now. If I find a slot, Rings will also come in.

Thanks so much for taking the time to suggest. I love your work! (No.)

KongMing on The Charming Chromatic Guild

3 weeks ago

The reduction wouldn't apply to all of your Charms since so few of them have colorless mana as a cost, but Jace's Sanctum would provide you with really regular Scry. The pre-resolve Scry is especially helpful since so many of the Commands and Confluences allow you to draw cards.

Cascading Cataracts can be really helpful in a five-color deck like this. Indestructible Lands also provide some reliability in EDH, where there is still lots of land hate.

Rings of Brighthearth can copy activated abilities of your creatures, and provides a sort-of fixing for you as it allows you to spend colorless mana to activate a creature's colored activated ability a second time.

Also, if I don't recommend Snapcaster Mage, someone else will. So let's get that out of the way now.

Bosium Strip also provides some fun copying of instants/sorceries, and you can activate the ability before even casting the spell you intend to recast.

Villainous Wealth. Enough said.

Bring to Light would be an amazing tutor for this deck. You can search for all but 1 of your creatures, instants, and sorceries and play them for free if you spent 5 colors on Bring to Light. Or just use 3 colors and cast any of your Charms or Guildmages for free.

Cast Through Time meshes really well with modal spells, because it gives you a lot of flexibility when the card gets recast on your next turn. High CMC though, and 3U might be demanding for this deck. Cloven Casting is in the same category, more or less.

Chandra, the Firebrand helps some, but you can only copy the spells you cast on your turn. Not as much utility and you'd probably like in this deck.

I like this deck a lot. I could probably keep finding suggestions all day, so I'm going to stop before I go overboard and change the form of the deck too much. +1 from me, I also love Cromat as a Commander.

KongMing on Gay Hug/Mill

1 month ago

Yeah, your deck does not have nearly enough lands right now. You want between 38 and 40 with the gay Spartans, just because of how much extra land you can toss on the field with them.

Before I make recommendations on what to add, I'll help you cut some stuff. This is just a generic list, selections are based on how well the cards fit into the main win con of your deck, which is to draw more answers and play more lands than opponents.

Remove: Peregrine Drake, Felidar Sovereign (unless you add Chord of Calling, Walking Archive, Zedruu the Greathearted, Jace, Memory Adept, Meishin, the Mind Cage (you have no reliable way to remove it yourself), Puca's Mischief, Revelation, and Spellbook. That should give you enough room for 35 land. Still need to cut 3-5 more cards, but you're almost there now.

Once you reach equilibrium with your landbase, I suggest adding Stroke of Genius (perhaps remove Fascination to make room), Jace's Sanctum, and Shattered Angel.

You're heading in the right direction. You have a ton of draw abilities, maybe too many. More effects that allow you to reward yourself for drawing and landfalling and/or punishing opponents for doing the same would make the deck much more efficient, getting the most out of every draw/fall trigger.

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