|Commander / EDH||Legal|
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|Modern Masters 2015 Edition (MM2)||Rare|
|2011 Core Set (M11)||Rare|
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Leyline of Sanctity
If Leyline of Sanctity is in your opening hand, you may begin the game with it on the battlefield.
You have hexproof. (You can't be the target of spells or abilities your opponents control.)
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Leyline of Sanctity Discussion
1 hour ago
Kumi First off, thanks so much for the feedback!
While I do want to build W/U (mainly for the off-the-radar vibes), I realize that G/W is probably the better option just because it has access to Gladecover Scout . That being said, I have some reasoning for some of the card choices here:
(and a disclaimer: I do not profess to be a Bogles veteran, so feel free to tell me if I'm completely off on something)
I wanted to play W/U specifically to make the bad matchups less bad; these matchups include Ad Nauseum or Prison decks (decks that run Ensnaring Bridge ). I do see what you’re saying, that 5 counterspells might be too many. I just felt like I wanted to see one to two every game, and 5 felt like the right number.
I agree that Dryad Arbor is super important in the Jund/GB Rock matchups, but I assumed that the real key player was Leyline of Sanctity , because, from what I’ve seen of the matchup (and this is super limited experience here, so feel free to take it with a grain of salt), the real danger in the G/B midrange matchup is the discard that they have available. I feel like a turn 1 Thoughtseize or Inquisition of Kozilek taking a hexproof dude would be a much earlier game over. In terms of Liliana of the Veil , my plan was just countering it with Spell Pierce or Stubborn Denial .
In terms of Spellskite , I wasn’t even thinking about Burn or Scapeshift, but rather Infect. As Infect seems to me like a garbage-fire of a matchup, I was considering Spellskite as a way to slow them down and build my own clock. Also, Spellskite seems like it would be absolutely busted in the Bogles mirror. But, as neither of these decks are particularly prevalent in the current meta, I see your point. Faster is better.
I totally get the Gladecover Scout over Invisible Stalker argument. But going down to two Kor Spiritdancer seems strange to me, just because I’ve heard from several Bogles players that, depending on the matchup, it’s straight gas and better to have in the mainboard.
I also understand the concern of not having enough Auras, which is why I made the decision to run Curious Obsession over Unstable Mutation . I think I’ll be going up one Curious Obsession to have a full playset; maybe I’ll take out the mainboard Spell Pierce .
And...I think that’s about it. Once again, I’d just like to say thanks so much for the feedback. While I do adore W/U, I’m strongly considering switching to Bant Bogles because of the boost I’d get from both Rancor and Gladecover Scout .
Oh yeah! One final question: considering how prevalent Humans is in the current meta, should I keep the two Tocatli Honor Guard in the board? It seems like a ridiculous bomb against that deck.
1 day ago
As far as cards the current modern meta might be able to handle having unbanned:
(only one, not the other) are the only cards that I might consider pulling off the ban list.
Punishing Fire is slow and primarily combo's with Grove of the Burnwillows plus locking your opponent out of the game, but Leyline of Sanctity handles that well enough in sideboards, and modern packs enough land destruction that most decks which punishing groves would beat already get roflstomped by whir decks anyway.
I SERIOUSLY question whether Preordain / Ponder are ok with Izzet Phoenix AND storm being archetypes... but maybe modern could handle just one? Certainly not both. Worst case we could experiment with it for one pro tour and re-ban the cantrip if it's too good.
Stoneforge Mystic ... when was the last time we saw a good modern deck which had white as its primary color? Honestly can't remember. Modern doesn't have True-Name Nemesis or Umezawa's Jitte or Skullclamp so I think mystic should be fine? I mean it's mostly just fetching up swords/ Batterskull which doesn't seem oppressive. Assassin's Trophy or Cindervines ... you know what, let's just leave it at "modern has enough artifact removal that I don't think some strong equipment will break anything"
Beyond that, leave that banlist as is. Everything else on it either boosts an already powerful archetype (which would require further unbannings to put the now relatively underpowered modern decks back on the newly buffed deck's level... no thanks), or unlocks an obnoxiously convoluted and long-winded combo (sunrise and KCI)
4 days ago
I have a few suggestions. I would make room for a few basics. You're only running to colors so your mana wouldn't be heavily compromised and you would be able to play through a Blood Moon . I would also bring you're Leyline of Sanctity count up to 3, preferably 4. Cards like that make you sac are the most effective at dealing with your creatures. Other than that i love the deck. I love Selesnya. I love bogles and strategies like (I play heroic in modern). Good luck.
1 week ago
I have not found Seraph Sanctuary to be worth it, particularly not when you're running so many Forests. Razorverge Thicket and Windswept Heath are excellent in my experience. You may also consider running Nykthos, Shrine to Nyx , but you do have some non-white devotion, so it may not be worth it.
I had a similar deck for a good while you can check out if you're interested: Noble Angels.
2 weeks ago
for aggro I think Invisible Stalker could be a good choice of creature to enchant
Remand is really good to keep the tempo and protect against big stuff
Stubborn Denial is incredible in this deck
Geist of Saint Traft is a monster but cost 3 mana
Unstable Mutation if you want to be REALLY fast take this card
Gryff's Boon make the late game more fair
Path to Exile play 4 it's so freaking good
Stony Silence against tron afinity hardened scaled and artifact deck
Leyline of Sanctity against burn,storm,jund and black deck with discard
Rest in Peace against dredge, control, jund, storm and graveyard deck
card to cut
Bruna, Light of Alabaster incredibly slow card
Banishing Light is 3 cmc which is a lot in a agro deck (we dont want to trade 1 for 1)
Gift of Immortality is slow and pretty much useless because it doesnt bring back the counter or the aura
Grand Abolisher should be in the sideboard for control matchup
Open the Armory I love this card but it's sadly too slow for modern
2 weeks ago
I was intrigued and looked for your list, but I didn't see it on TappedOut. We should compare, at the very least!
In any case, sorry it took so long to write this response. I wanted to try and break down what I think are your main points, and, well, I apologize if I misinterpreted you, but here's what I got out of your comment:
The way I read it, it looks like you're saying the deck needs to be slower. This reading is a little unfair on my part, possibly a little too overly hostile, but, I mean, I can't fathom a turn-six kill when I play a card like Peregrination on turn four. Like, that's just not going to happen. And if you're arguing that the deck becomes more able to grind, well, I have two problems with that:
First, I guess I don't know your meta entirely, but do non-optomized tables not just gun for Sasaya immediately? Like, even just reading what she does kind of sets off some alarm bells, doesn't it? I know everytime I play with somebody new, whenever I get to the "So if I have six Forests out, they all tap for six green" bit, the inevitable response is something akin to "Oh, that's not good." And then if the combo does work, all the more incentive to get targeted next game, or next week, or whenever I play the deck again. That's why I aim for speed above everything else, because if I don't, well, I just get run over.
Second, the methods you suggest of becoming more resilient don't really work? Like, yeah, Howling Mine has its uses, but I'd really rather not give my opponents more cards to beat me with, because I'm still the target. It's also why I'm skeptical of Oath of Druids . It's not that I probably won't get free stuff, it's that other people get free stuff first, and when Sasaya's on top of the hill -- a position the deck's going to be in until it's dead -- all that free stuff is headed right at me. I figure you disagree with me about this -- I mean, you did talk about how people want to deal with other people's threats -- but that really hasn't been my experience.
Incidentally, these are the reasons I cut utility lands as well. They do have a use. Of course they have a use. But that use is kind of marginal when just playing them makes the deck slower. If they were named "Forest" or "Snow-Covered Forest", we might be talking, but they're not. The only instance I can imagine where that wouldn't be the case is hitting one off of Oracle of Mul Daya , and that seems kind of marginal at best. I've mentioned this before, but sometimes I'm not even sure Scrying Sheets belongs in this deck.
But, speaking of Utility lands, let's talk Reliquary Tower . Or, I guess more specifically, "no max hand size" effects and why I think they're bad/overrated:
So the consensus as far as I understand it in "real EDH" (read: non-Sasaya) circles is that these cards (Reliquary Tower specifically, though I imagine Spellbook and Library of Leng have similar reasoning (at least Thought Vessel is a mana rock)) are kind of win-more. Like, there is definitely the feel-bad psychological effect of casting a big Blue Sun's Zenith , not finding an outlet for all those cards, and having to discard all the way back down to seven, effectively wasting all that mana, but if you think about it, at the end of the day you're still keeping seven really good cards. So that plus the fact that the graveyard is much more of a resource in EDH than almost anywhere else, and the "no max hand size" effect starts to lose its luster.
But let's talk about Sasaya specifically. As you mentioned, seven lands is a lot of hand space. Under normal circumstances, that means you'll only really have room for one payoff spell, so it better be a good one (put a pin in this idea, we'll come back to it in a bit). But there are alternatives. Last paragraph, I talked about the feel-bad of not getting to keep that big hand, but remember how that big hand happened in the first place: a Blue Sun's Zenith. More specific to my point: an instant.
Continuing this thought experiment a little further, let's ask why a player might cast a 7+ card draw spell in the first place. One might imagine that a player casts such a draw spell hoping for an effect that removes their hand limit, but that's not the only possibility. They could also be looking for a specific combo -- a way to end the game. Compare that to Sasaya's instant-speed land searchers (a special shout-out to Yavimaya Elder !). In Sasaya's case, the payoff effect we're looking for is already in the Command Zone.
In my opinion, therefore, the deck doesn't need its hand limit removed because there are enough effects that ignore that limitation, and cards like Expedition Map that can find these cards aren't actually that good.
But the "why" for that specific claim is a different topic entirely. Let's talk about it!
In your post, you mentioned that cards like Cultivate , Kodama's Reach , and Peregrination were all "ideal ramp spells" for a Sasaya player, as they also added a land to the hand, therefore ending up card-positive. Now, I already dismissed Peregrination out of hand for being too slow, but it's important to include it here as well because I feel it has the same other trappings that might encourage a Sasaya player to play these cards. In short, I posit that these cards are, in fact, card-neutral at best.
This applies to Renegade Map et al. as well, but I'm just going to focus on the sorceries just for simplicity's sake. Let's examine a typical goldfish turn. First, the draw step. Obviously, they're at plus one card. Then, the goldfish plays a land, removing a card, then playing a non-land, which is minus another. If that non-land is a Cultivate effect, that only adds one card back, which leaves the goldfish more or less where they started. Because ramp becomes negligible once Sasaya flips (while there is certainly a difference between, say, eightteen starting mana and twenty-eight, I find it's not enough to worry about, and the difference between twenty-eight and forty is even less), that means the goldfish is spending three mana on nothing much at all (as a sidenote, you might notice Nissa's Pilgrimage and Evolution Charm in the deck, which seem to contradict this point. However, both of these cards have occasional upside potential. It doesn't always happen (and, in Pilgrimage's case, certainly never on Turn 3), but circumstances for it do exist, so they keep their slots).
The solution some Sasaya players offer is to stop making land drops, but that seems so tempo-negative to me. I feel that, if I do continue making land-drops, eventually I'll be able to cast these giant threats without the help of Sasaya, and could easily win the game that way.
Lastly, before I get into specific cards, I wanted to talk about the ramp spells I do play. Namely Azusa, Lost but Seeking and similar effects. I already mentioned the speed aspect of my build, and these cards are a part of that. To be more specific, these cards are in the deck to turn cards like Chord of Calling and Citanul Flute into more ramp if necessary, which, when you're going for a Sasaya flip and a kill in the same turn, is worth having in the toolbox. But these cards also function as pseudo-alternate win-conditions. As I alluded to just a paragraph above, the only difference between tapping ten lands for a Kozilek, Butcher of Truth and tapping one or two is how smug the caster gets to feel. But the caster still gets an eldrazi in either method, so I don't think the difference in smugness is very big.
So now we come back to that pin I made earlier. Let's talk card specifics. Now, I've tried to go through a lot of these already, sifting through to get at your main points, but there are some notable stragglers, so let's take a look:
Summer Bloom : I've tried it. The problem is, because it's a one-shot effect, it's way too dead pre-flip. Azusa and her kin are both tutorable and stick around, so they're just better.
Skyship Weatherlight : This and Book of Rass are my two favorite suggestions, and I definitely want to try playing around with them on paper instead of just theorycrafting. If there's anything you take from this too-long screed, I want to thank you for bringing these cards to my attention.
Goblin Cannon : This was suggested before and I didn't really dismiss it off-hand, though I did ask "What do I cut?" I didn't have a good answer, then, though maybe it's -1 Akroma's Memorial , Hydra Broodmaster , and Kamahl, Fist of Krosa for +1 Goblin Cannon , Book of Rass , and Skyship Weatherlight ? I'm still hesitant because Kamahl at least is fine pre-flip (Broodmaster is bad yes, but not terrible. At least, I think there's a difference there), not to mention in my meta, effects like Crawlspace and Ensnaring Bridge are less popular than Leyline of Sanctity or even Aegis of the Gods . I guess there I'll have to test and see. You're right, by the way, about Akroma's Memorial being pretty dead 99% of the time, but it's the best haste outlet, and specific kill's been good enough for me.
If I didn't mention a card here, it's because it obviously is different from either my strategy as I've listed in various places, or is implicitly against the deckbuilding philosophy of my particular list. Or maybe I missed it, and you can bring it up if/when you respond.
In any case, thanks for the comment, and keep fighting the mono-green combo fight!
3 weeks ago
@Darkshadow327: Not a big fan of sac outlets that I have to pay mana to activate. I might give Ayli a shot though because my life total tends to drop pretty low. Attrition and Priest of the Forgotten Gods are already in the maybe board. Razaketh is a good idea. I'll try a find room for it.
Debtors' Knell is in a pile of cards I have set aside to potentially put in this deck. I should probably put it in the maybeboard. Lifeline is an interesting idea, but I don't really like that it works for everyone's creatures. Never been a huge fan of Sheoldred. She's a little expensive mana wise. I'll put her in the maybeboard and try her out when I get room.
Ashes of the Abhorrent is a good idea. No one's really caught on my shenanigans yet so there isn't really a whole lot of graveyard hate right now. Elixir of Immortality and Leyline of Sanctity are good suggestions for when it inevitably happens.
Hangarback Walker might be solid but I don't really want Ancient Stone Idol , Crested Sunmare , or Anointed Procession in this deck. I'm more interested in doubling death triggers in this deck. I honestly forgot about the token part of teysa.
I appreciate the suggestions! Thank you.
3 weeks ago
From testing I've found these cards to be amazing with Teysa.
Also, no Anointed Procession ?!? For shame . . .
I hope that this could help, and that it wasn't too overwhelming.
If you want any more ideas I have my own deck:
Commander / EDH
SCORE: 21 | 47 COMMENTS | 1531 VIEWS | IN 11 FOLDERS
Leyline of Sanctity occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%
All decks: 0.22%
W/U (Azorius): 0.11%
RW (Boros): 0.09%
GW (Selesnya): 0.3%
W/U/B (Esper): 0.04%
All decks: 0.02%