Jace's Sanctum

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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Set Rarity
Commander 2019 (C19) Rare
Magic Origins (ORI) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
2019-10-04 Legal
Penny Dreadful Legal
Legacy Legal
Duel Commander Legal
Highlander Legal
Canadian Highlander Legal
Modern Legal
Pioneer Legal
1v1 Commander Legal
Casual Legal
Block Constructed Legal
Vintage Legal
Commander / EDH Legal
Unformat Legal
Magic Duels Legal
Frontier Legal
Oathbreaker Legal
Leviathan Legal

Jace's Sanctum occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

Blue: 0.25%

Jace's Sanctum Discussion

GoldenGolgari on Noyan Dar, the Sneak Attack

1 month ago

I've never really been unhappy to see it because it works pretty well in conjunction with all the draw spells and counters I play, though sometimes it stays in my hand because it costs a decent amount of mana. My playgroup is pretty degenerate at times, hence all the counterspells, but if your playgroup is a bit slower to the point where you don't have to keep mana up for a counterspell at all times then Jace's Sanctum would probably work wonders for you, especially with how your deck seems like it'd be able to ramp a fair bit better than mine.

KIRK77 on Noyan Dar, the Sneak Attack

1 month ago

Definitely gonna steal Thassa's Intervention for my deck. How has Jace's Sanctum preformed for you?

Kiran_M on Card creation challenge

5 months ago

I don't play Pokemon so I'm just going to go with the original challenge of a gym. I'm making a cyle of cards based on Jace's Sanctum. This is Gideon's:

Training Center

Land

At the beginning of each upkeep, you may tap any number of creatures you control. If you do, put a +1/+1 counter on those creatures.

Whenever a creature you control enters the battlefield, you may tap it. If you do, put a +1/+1 counter on it.

, Tap an untapped creature you control: Add two mana of any one color.

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Combos nicely with Sharktocrab.

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Finish/Continue the cycle of places that the Gatewatch feel most at home. (This includes Ajani, Teferi, and Kaya.

theThane on riku of two reflections edh

7 months ago

If you wanna go all-in on the spell copying i have a few things. You need cost reduction, in addition to Electromancer you have Baral, Chief of CumpleaƱos , Arcane Melee , Mizzix of the Izmagnus , and Curious Homunculus  Flip for creatures. There're also the Medallion artifacts( Sapphire , Emerald , and Ruby ) and Jace's Sanctum is an enchantment that also has you scry 1 each time you cast an instant or sorcery. You can also look at As Foretold , Throes of Chaos , and Maelstrom Wanderer as ways to get "free" spells so you can use the mana that the spells cost to instead copy them. You're also going to want more mana acceleration so you can cast multiple spells or utilize multiple copy effects the best dorks are Rattleclaw Mystic , BoP , and Sylvan Caryatid and for 2CMC rocks you have the Signets( Izzet , Simic , and Gruul ) and the Talismans ( Creativity , Curiosity , and Impulse ). If you don't want to rely on artifacts for ramp since they don't synergize with Riku Kodama's Reach and Cultivate are pretty much auto-includes for G ramp spells, and Nature's Lore , Farseek , and Skyshroud Claim to get non-basic Forests into play faster, this does mean you'll need more non-basic Forests so you should get Breeding Pool , Stomping Ground , and Sheltered Thicket . Once you have costs down you can focus on the value you get out of your spells an easy way is looking at Twiddle effects like Rewind , Frantic Search , Snap , and Unwind , similar to Peregrine Drake and Palinchron , they untap their costs worth of lands so when you copy them or reduce their costs they start to generate mana. Now that you've generated a stupid amount of mana you need things to do with it so you have Epic Experiment , Expropriate , Time Stretch , and Rishkar's Expertise for value and you can use Fireball , Fall of the Titans , Finale of Devastation , and Electrodominance to just straight up kill people. Additional ways to copy spells are Dualcaster Mage , Dual Casting , Repeated Reverberation , Bonus Round , and Increasing Vengeance and Echo Mage , and some added value effects you can use are Rashmi, Eternities Crafter and Sunbird's Invocation .

KeilFX on Noyan Dar, a Roil Pain

8 months 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

demon_vayu on Just Keep Slingin'

10 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!

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