Kor Sanctifiers

Legality

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

Printings View all

Set Rarity
Commander 2015 (C15) Common
Commander 2014 (C14) Common
Zendikar (ZEN) Common
Planechase (HOP) Common

Combos Browse all

Kor Sanctifiers

Creature — Kor Cleric

Kicker (You may pay an additional as you cast this spell.)

When Kor Sanctifiers enters the battlefield, if it was kicked, destroy target artifact or enchantment.

Kor Sanctifiers Discussion

[email protected]_only on The Church of Sacrifice

2 months ago

list of possilbe clerics to consider:

Heliod, God of the Sun - okay, not a cleric, but makes cleric tokens

Alms Collector - good card draw engine in EDH - prevents players from drawing their deck in one go also

Auriok Champion - linear upgrade from Soul Warden - resists removal

Auriok Replica - good sac for anti-commander damage, fits cleric type, colorless to cast. not super amazing, but worth mentioning

Ayli, Eternal Pilgrim - not all that useful until you gain some life, then amazing removal. and 2/3 deathtouch for 2 isn't bad either

Battlefield Medic - damage prevention based on clerics. nothing to special, but tribal themed, so I mention it here.

Beloved Chaplain - evasion that's hard to top - can't be blocked by creatures, can't be removed by creatures.

Blind Zealot - sacs to destroy target creature when it hits a player, good for general

Cabal Archon - sac outlet? check. Cleric tribal? check. sadistic grin? double check.

Cabal Executioner - on par with blind zealot - lacks the evasion, but doesn't sac to activate. mixed bag, but not horrible

Children of Korlis - sacs to revert life total to start of turn? yes please

Custodi Lich - grants Monarch, and forces creature sac on play and when you regain it. seems good.

Custodi Soulcaller - requires a few players to be super amazing, but still worthwhile even if all you get back is Children of Korlis

Daru Spiritualist - not quite pro- red, but helps agaisnt spot removal for entire tribe. bonus if paired with Shaman en-Kor

Devout Chaplain - most clerics are humans, exile is good. enough said.

Eight-and-a-Half-Tails - good protection for your side of the field.

Entomber Exarch - cleric that can reanimate or force pitch from opponents. not gamebreaker, but solid card with options

Frontline Medic - clerics are indistructable as long as 3 swing? seems good

Giver of Runes - really should be vodka-aunt of runes, but w/e, still good

High Priest of Penance - great to chump with, better with aethreos, best when indistructable

Kor Sanctifiers - decent artifact / enchantment removal on a cleric body, not much else to say.

Leonin Arbiter - the staple of death & taxes and hate bears is, in fact, a cleric. seems useful.

Leonin Relic-Warder - fiend hunter for artifacts & enchantments, not much else to say.

Mikaeus, the Lunarch - cleric that slowly buffs your side

Order of Whiteclay - recusion cleric. not as useful once it gets vigilence, so fair warning.

Pious Evangel  Flip - sac outlet that transforms into a mini- blood artist, is cleric.

Pontiff of Blight - mass extort is disgusting. seven toughness is hard to remove.

Ravos, Soultender - recursion + steroids = win

Remorseful Cleric - mass graveyard remval + evasion is good

Shaman en-Kor - this guy is bonkers, and with any form of damage prevention makes your side nigh unkillable

Sin Collector - exiles instants & sorceries, solid card. never returns them either. probably is on a wanted list in some libraries for back charges

True Believer - if you don't want people to target you, ivory mask with legs is a cleric too

Tymna the Weaver - less useful in duels, but solid for mass card draw otherwise

Vile Deacon - cleric tribal lord for black, comparible to doubtless one

Weathered Wayfarer - land tax on legs. still a cleric

Whipgrass Entangler - ghostly prison based on clerics for mana, but single target per use

Whisper, Blood Liturgist - creature recusion that nukes for 6 with general out, or mass reanimation if opponen't don't take it.

Profane Prayers - not an X spell, but cleric tribal nuke seems kinda on-theme.

babushkasara on Hixus and the Jailbreakers

1 year ago

Ok, lemme see...

  • Absolver Thrull - effective even if it isn't blinked.
  • Kor Sanctifiers - doesn't work with flicker but does work with bounce, which you have more of anyway
  • Tivadar of Thorn - niche sideboard card but real good against the Krenko matchup lol
  • Deadeye Harpooner - good blink synergy
  • Angel of Serenity - I'm fairly certain that due to the two paragraph templating if you blink her while the first trigger (removal) is on the stack, her second trigger (return) will happen first and fail to find anything and then the removal becomes essentially permanent. I'm not sure if removing her a second time 'remembers' the same things exiled the first time or not.
  • Saltskitter - does this help you gain life?

JoeBlondie on Sram | Senior Enchantress

1 year ago

big changes in the deck!

In no particular order:

OUT:

Strata Scythe : too high of a cost for just +X/+X, even if it can win some games

Godsend : same as before, too high of a cost and it functionally says "+3/+3 unblockable", except it is not unblockable when it matters. Can stop some big threats for a while but too situational. I love the card tho.

Prowler's Helm : just wanted to cut some redundant unblockable effects. We already have enough + tutors. You only need one of them when you want to win. Choice was between this and boots and I feel that walls are more common than only-basics

Paradise Mantle : seems amazing until you realize that we don't always have a creature doing nothing on the board that wants to tap for mana

Lightning Greaves : does't help to win, and we usually don't rely just on Sram to kill the opponent, so protection is not that important

Loxodon Warhammer : this cut is done just because the swords are better. Having a tutorable single source of lifelink can save some games tho, so better to still take this in consideration.

Cultivator's Caravan : I tried it, I didn't particularly like it. Sure, good versatility. However, most of the times its just a 3 cmc rock, not that great. The ability to attack is mostly irrilevant since its very incefficient to put equips/auras on it, and blocking still requires a creature to tap for it.

Smuggler's Copter : same issued as the caravan, plus its not versatile. Too much effort to just draw and discard occasionally. All considered, I preferer to run 0 vehicles.

Stasis Cocoon : too narrow. Sometimes can be great (can target breya, fast mana and other things), but other times its a dead card with no relevant targets.

Pacifism : a lot of problematic creatures don't act through the combat phase. Therefore this card is in the weird spot of being outclassed by 3cmc alternatives (prison term, arrest) and darksteel mutation, while also being often functionally equal to Kirtar's desire for double the cost.

Holy Mantle : there are better things to do with 4 mana. Putting it on a spirit dancer is sweet tho.

Faith Unbroken : seems a good combination of pump + draw + removal, until you realize that you are just setting up a very bad 3 for 1 later on. Not terrible thanks to Sram, but there are better plays at 4 mana.

Kor Sanctifiers : the card is ok, however the lack of recursion potential makes so that there are better alternatives.

Stone Haven Outfitter : I was excited for this card being a sort of second mini-skullclamp. Then you realize that this guy passive +1/+1 actually makes skullclamp useless and you really don't want him on the field.

Drifting Meadow : having increased the number of colorless lands, we really don't want too many tapped lands. This gets cut because of the 2 cost of cycling, worse than steppe

Disenchant : here you can cut demystify instead, your choice. Disenchant is more versatile but more costly. Usually I find that enchantments are more problematic than artifacts and I really don't want to face a Stasis with the need of 2 mana open. But I can see it useful when you sit in front of a sharuum/breya/memnarch. Its up to you. You still probably want one of them for the insant speed, for sorcery speed alternatives is better to have recurrable permanents.

IN:

thunderlicous on Trying to make a fun ...

1 year ago

You could use Viscera Seer to be a sac outlet to other creatures that you have a hard time getting your opponent to kill/block. The one issue I see is if your opponent has GY hate out of the board, because then you kinda just lose out on your combo, so maybe playing some sort of creature based enchantment/artifact removal, like Kor Sanctifiers would counteract that, or you could just focus on enchantment removal, like Wispmare, because most artifact GY hate that you're worried about is a one time effect, whereas Leyline of the Void and Rest in Peace just hose your deck. Wispmare also works with your combo, as it enters the battlefield and then is immediately sacrificed.

alexwilson on oketra combo token

1 year ago

Such a sweet idea and what a beautiful curve :O Not sure whether light of sanction works how you want it to or not you'll have to check that one. I reckon you should look into mana doublers and more x tokens spells for this deck making it more of a tokens deck at heart. Look at Caged Sun, Gauntlet of Power, Extraplanar Lens and Thought Vessel for additional ramp and Storm Herd and Entreat the Angels for tokens. The deck needs more card draw too and rocks that double as card draw later and produce a reasonable amount of colourless for their cmc are worth running (see Hedron Archive and Mind Stone). I reckon you can cut a bit of single target removal from this deck too Stasis Snare, Arrest and Kor Sanctifiers aren't needed. Vessel of Ephemera is fricking terrible by the way you should drop that. You should play more non-basic land too. Windbrisk Heights, Blighted Steppe, Ghost Quarter and (if you wanna splash out) Emeria, The Sky Ruin would be decent choices. That reminds me Legion's Landing and Cathars' Crusade should be in here too (both of which you own)!

I think you really want to prioritise getting the mono colour mana-doublers for this deck because you really need a lot of mana to pump into making tokens. The lack of card draw and ramp in white are what makes it struggle in commander and you have to do everything you can to counteract this. Really love the deck though its one of a kind don't how you found all this en-kor stuff but its so cool! Hate to say it because I don't wanna take away from daxos but Avacyn, Angel of Hope would be epic in here too... Maybe just print out a proxy and you can switch it between decks if people have a problem with it? :)

lilgiantrobot on First Monowhite attempt

1 year ago

The above advice is all very good. Mono W can be difficult to play at first, so some general EDH strategies should be applied first. Always having enough ramp as addressed is the best place to start. Oreskos Explorer is another card I've run, and its a creature which is a bonus for your commander. Solemn Simulacrum is also worth a spot since its pure value in a white deck, if it falls into your budget.

Card draw is another thing you need to look at, but in your colors is more difficult. With lots of creatures, Inheritance could be an option. Mentor of the Meek as well. If you want to add more low cost creatures to trigger Anafenza, Bygone Bishop is a nice little card that can make a lot of clue tokens. Hallowed Moonlight is an all-star for me since people I play with love cheating big things in, and Scout's Warning in a deck like this with low cost stuff is worth a look.

The third thing you want to make sure your deck can answer multiple situations, or can do different things and synergize for your deck. Hallowed Moonlight is an example of a very narrow card, but in an emergency it basically can cycle itself for a new card. War Priest of Thune and Kor Sanctifiers can both kill pesky non-creature permanents while also triggering Anafenza. The cub and proest you're already running are very much a good direction. Intrepid Hero can deal with a problem creature each turn, instead of once like some of your spells, and again triggers your commander. Stonecloaker is instant speed graveyard hate, can bounce itself to recast for more bolsters, or saves an important creature from dying. And all of these cards would be getting you clue tokens if you had a Bygone Bishop, and most of them would be drawing you cards if you had a Mentor of the Meek.

As a random thought, I have been destroyed by the tap part of Citadel Siege more times than I can remember, or it bolsters.

I think you have the start of a good deck, and it should develop into something really fun!

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