Leyline of Sanctity


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters 2015 Edition (MM2) Rare
2011 Core Set (M11) Rare

Combos Browse all

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

Vesosoft on Bystander Mode Activate

12 hours ago

First, thanks for you input and suggestions, Path to Exile will definitely be added, just not sure for what yet (although I am a bit concerned with the ramp up of my opponent, but that shouldn't be too bad).

I suspected this deck was too slow for Modern, which is why I am asking for help. I have a pretty big gap in between my times of play (Unlimited to Fourth Edition, then Tempest and Stronghold, and then random booster boxes bought from 2012 forward, except, I haven't bought any new cards for about 2 years), so I am not aware of many of the options that are out there. Additionally, because the time I played most actively was so long ago, many of the staples of play are not Modern Legal and I'm not sure what replaced them or what the best option for replacement was. Which is why Cancel was in the deck, I knew it was a 3cmc straight up counter, one turn slower than my favorite spell in the game Counterspell; I didn't know what else to choose (going with Mana Leak btw, thank you).

Okay, on this deck, it is not a Azor's Elocutors deck; it is intended to be a deck in the vein of Tempest Deep Freeze. Objectives are to limit what makes it to the battlefield, then lock down what you do allow to the battlefield. Any opportunity where you have a battlefield advantage because of the control aspects, you should be swinging with whatever you have on the field. It really is a control and beatdown deck. Azor's Elocutors is in as an alternate win condition, if you can completely lock down the board with the Eidolon of Rhetoric + Jace, Unraveler of Secrets combination, essentially making it a 3 card combo against decks that can't answer the primary combo. However, this has convinced me walls are the wrong choice for this deck, too passive. So I need some decent low cmc creatures to replace the walls, preferably with some permission or control aspects to them.

Okay, for counterspells, dropping Cancel and picking up Mana Leak. What are your thoughts on Mausoleum Wanderer? I was thinking it doubles as a creature for my deck (since I am sticking with spirits) and gives me a counter. My concern is it is limited to instants and sorceries. I anticipate early game to be facing a lot of creature casting, so it seems of limited value, and isn't a strong creature until pumped up by Drogskol Captain, and if I make it to turn 3 or 4, then even a hard counter like Cancel would be a better choice due to the limits on what it can counter.

Definitely like Cryptic Command; but not sure if it should replace Rewind. I really like Rewind, because if I can force the game late, it is a, qualified, "free" counterspell.

On the lands issue, yeah, in the old days (maybe I'm shackled by my previous experience...lol) it was common practice to run around 1/3 of your deck land, and I still build like that. I don't mind being mana tight. I start getting up to 24-26 lands, like suggested currently, and I notice I flood seemingly way more often. I despise flooding. So yeah, I run tight; I think the curve on this deck may be too high, but the high cmc cards (excluding Jace, Unraveler of Secrets and Eidolon of Rhetoric) are not necessary until later game, while the lower cmc cards are intended to help make it to late game. Telling me "I need to make it 8 turns" is an issue for the deck? That is what I'm trying to make the deck do...drag games out > 8 turns. Also 70% of my deck is <= 3 cmc. I am going to be removing Drogskol Cavalry for Leyline of Sanctity, so that should reduce the curve a bit too. That being said, land tweaking is always the last thing I do, and you may be right, it may need 24-26 lands, or some digging. But that usually comes from play testing for me, not my initial build. I build tight, then loosen up if needed. This allows me to know which cards can be removed from the deck and replaced with lands.

On the walls, I do agree, for different reasons. I'm going to remove them from the deck, for some slightly more aggressive creatures, who hopefully will have some control aspects built into them. I liked the utility both of those walls provide; but they don't allow me to attack when opportunity arises. If you have any ideas for <= 2 cmc creatures that provide some good control utility (preferably without paying something every turn, like Gideon's Lawkeeper, although I do like that card) but still allow me to chip away when opportunity presents itself, I'd really appreciate it. The argument that walls shouldn't be used because removal exists is silly to me though. In that case, non Shroud/Hexproof creatures shouldn't be used because removal exists. A player using removal on my creatures is a part of the game and mostly 1 for 1 trade; this deck shouldn't (if built right) mind 1 for 1 trades in normal game flow. That card and mana could have been used by my opponent to strengthen their board, instead it was used to weaken mine; but this deck will struggle most against opponents that focus on strenghtening their own board quickly. I used to play a modified Tempest Deep Freeze a lot, and that is what this deck is inspired by, and I will tell you, in my previous experience, attacking my board was not the way to win against the deck. Removal spells are the least of my concerns, especially when used on a disposable 2 cmc blocker; unless that next attack takes my life to 0, I don't mind losing those early creatures and delaying, whether it is delaying an attack hitting me, or delaying my opponent playing a more meaningful spell because they used removal on essentially a chump blocker. I hope I explained this correctly; not sure if I did. Either way, walls are out, and I'm going to put in more aggressive creatures.

As for the Card Advantage discussion; yeah, I could use some for sure. I like Sky Hussar, that could be useful. If I have a positive board state (which can often happen due to the board control spells in the deck) I could definitely use that card to draw. That being said, I'd prefer if I could get some extra draws on some control spells. Any ideas?

Finally, thanks again for your input. Definitely a lot to think about and some changes to be made.

Vesosoft on Bystander Mode Activate

14 hours ago

Thank you for the advice! Definitely going to replace Oblivion Ring with Detention Sphere. I didn't know Detention Sphere existed, it completely outclasses Oblivion Ring.

I considered cards like Ghostly Prison for a bit, but thought between counterspells and battlefield control cards (I had Counterspell, Power Sink, Oblivion Ring and Pacifism in the deck when I decided not to do costs to attack, and I still have similar cards, although the counters are slower) I figured keeping the battlefield under control would be handled by limiting what makes it to the battlefield or chanting what does make it to the battlefield to make it essentially useless. I definitely like this style of card though for swarm decks, perhaps a good sideboard card. Since the intent of this deck is to slow the game down and make it to the late game, I kind of figured its draw back would mean, late game I'd lose that advantage and some of the control. Not sure if that is making sense.

I actually have Aegis of the Gods in my current build of this (I don't own all the cards yet for the deck you are helping me build, I'm doing this so I know what cards to buy); the only issue I have with it against a burn deck (my other favorite Archetype), is Aegis of the Gods doesn't hold up against burn at all; it buys 1 spell (if I could Aegis of the Gods and do something like Dense Foliage, then I'd be more inclined to use Aegis of the Gods in the final version). Leyline of Sanctity seems to be the better choice. I'm just not sure what to replace to add it. I'm already running mana tight and I'd have to remove something I that I think makes the deck work, to add it. Any suggestions? Actually, I could probably remove Drogskol Cavalry for them; those are only valuable if I have control and get them late game; but if I have control, my other spirits and Godhead of Awe should be able to do the beatdown. What do you think?

And yeah, Disenchant will definitely be in the sideboard. Great suggestion. I can't believe i forgot about it.

cdkime on Bystander Mode Activate

23 hours ago

Couple suggestions based on my own experiences with Azor's Elocutors:

Use Detention Sphere over Oblivion Ring. The ability to take out several creatures simultaneously is invaluable.

Ghostly Prison will help protect you by limiting your opponents' ability to attack. That said, it loses its effectiveness in the later game, as your opponents will likely have free mana to pay the tax. Still, it can hold you over while you gain better control of the field.

You're going to have some problems with burn. Aegis of the Gods is a strong option that won't break the bank. Leyline of Sanctity is harder to remove and can sometimes be played for free, but it's a bit expensive to purchase.

For sideboard, Disenchant is a solid option--it's invaluable against artifact/enchantment based decks.

If you're interested, I have an Azor's deck as well: Mr. Smith Goes to Ravnica.

xyr0s on Into the Woods

2 days ago

Leyline of Sanctity can wreck the whole plan for some decks - bring a couple of them in sideboard, if you expect to see much discard or burn.

Firebird on For the love of Angels

4 days ago

So, speaking as an Angel fanatic who refuses to give up on the idea of a Modern-competitive Angel-themed deck, there are a few things you have to consider. One is that your CMC is far too high. You'll be killed while having a hand full of cards you're still turns away from casting. You don't have near enough removal, or things you can do early in the game.

First thing you'll probably have to do is come to terms with having some non-Angels in there. I had to, but it doesn't have to break the theme. Thalia, Guardian of Thraben is a servant of the church of Avacyn, and in general a holy warrior, and fits the theme. She's great for slowing up decks, trades well early on, and helps buy you time to bring out the big guns. Knight of the White Orchid is great, as you've seen, and combos well with Emancipation Angel.

Here are a few general thoughts, and I hope they help.


This needs to be changed a ton. Some are redundant, most are too expensive and don't do enough to compete.

  • Herald of War: This card doesn't do much, although you'd think it'd be helpful. It's a 5-drop, though, so by the time it comes online, you can already cast all the stuff you'd want it to speed up for you. For the same price you could have out Baneslayer Angel or put out something cheaper but generally more effective, like Angel of Jubilation.

  • Most of your creatures are too expensive and don't do enough. Even Platinum Angel at most stalls out until it can be removed, which is pretty easy to do. I'd ditch that one, and almost all the others. Even my favorite creature in all of Magic: Avacyn, Angel of Hope.

  • Start by looking at mana costs. If you don't have a 1 CMC creature, then you need at least 2-drops. So start with probably at least 3 (I run 4) Thalia, Guardian of Thraben. Knight of the White Orchid is also good, and if not that, something that disrupts your opponent like Grand Abolisher. Good blockers like low-cost Knights and Soldiers help hold the line until you need to bring out the big guns.

  • Emancipation Angel has a bit of a drawback associated with coming out, but this can be a strength when teamed up with Knight of the White Orchid. She's a 3/3 flyer for 3 mana.

  • Archangel of Tithes does a lot of work. Tough creature, makes it difficult to attack into you, or block. Especially good if you can get her vigilance with something like Brave the Sands or the like.

  • Angel of Jubilation is pretty amazing. Prevents some strategies while buffing your creatures to win battles. Also, that art is unbelievable.

  • Linvala, Keeper of Silence is also pretty nice. Good body for the cost and she can also shut down some decks almost completely. My Elves hate her, for instance.

  • For your top end, don't bother with going past 5 CMC, generally. Baneslayer Angel is pretty strong, but so is Sigarda, Host of Herons. You could also use Sigarda, Heron's Grace if you're going with more Humans for your low-level guys.


These can all go. Most are too expensive to put out and equip, and Angels tend to be pretty strong. They don't need many buffs. Your low-level guys could use them, but you'd be better served by putting out more creatures, or having more removal or defensive spells. Spear of Heliod isn't bad, but it's expensive and requires the creature to have done its job of bringing you closer to loss before you can do anything about it.

If you're intent on equipment, the various Swords work, and I'm a fan of Sword of the Animist, which helps you get lands out. I don't know that I'd bother with most of this, though.


Armored Ascension isn't bad if you can get it off, but I'd probably rather just run more Ghostly Prisons or the like. I'm not a big fan of expensive Auras because you can easily get 2-for-1'd trying to put one on. Brave the Sands isn't bad if you have a lot of cheap creatures, especially if they have first strike. For the same cost, Dawn Charm also has a lot of real useful modes.


You need far more removal. Path to Exile is a must. You could also put in Leonin Arbiter to help stuff their ability to benefit from Path or fetches. I'd run 4 Path, for sure. Any number of defensive spells can be good, like Brave the Elements for blocking or swinging through blockers, or Authority of the Consuls to slow down aggro and get you a fair bit of life.

Board sweeps are nice, and if you go GW, Heroic Intervention can help protect your own creatures from them or turn a combat into a complete rout. Settle the Wreckage has a similar drawback to Path, but a lot of Modern decks run few basics, and even if they get a few lands out of it, an entire attacking force being exiled is absolutely crippling. It also combines well with Leonin Arbiter. They could attack all-in, get exiled, and then be wide open to your counterattack. Do that once or twice and soon your opponents will think twice if you have cards in hand and untapped lands. Wrath of God is also great.

At least in the sideboard, Leyline of Sanctity is also amazing. Great devotion if it starts on the field, and when it's good, there's nothing better. Shuts down a lot of discard, burn has a hell of a time with it (especially if their creatures can't get past yours), even mill and general black staples like Thoughtseize get hosed by it.

Final Comments

Take a look at various Modern lists of what the best white spells are. Consider opening up to white/green, which solves a lot of mono-white's issues. Run more removal. Definitely run more low-cost creatures, and stabilize the higher-level lineup. You want more on the low side to help you buy time to bring out a Baneslayer or Angel of Jubilation to help you land a decisive attack. Some sweeps can help you control the board state.

If all else fails, surprise 'em with Mana Tithe. No one expects Mana Tithe. :P

Good luck!

PsuedoIntellectual on World Class Abzan

6 days ago


I love Abzan! Here are some suggestions:

1:Improve your creatures

Cut Nissa, Vastwood Seer  Flip, Den Protector, and a copy of Courser of Kruphix.

Add 4 Tarmogoyf and more Tasigur, the Golden Fang.

Sylvan Caryatid would be helpful, too.

2:Improve your mana-base

Cut Temple of Malady and Temple of Silence. They're just bad.

Cut Sandsteppe Citadel.

Cut Caves of Koilos and Llanowar Wastes.

Add Overgrown Tomb, Godless Shrine, Temple Garden, Windswept Heath, Marsh Flats, and Verdant Catacombs. A playset of each.

3:Improve your spells

Cut Languish and Tragic Arrogance and replace them with Damnation or Wrath of God.

Cut Despise, Abzan Charm, Bile Blight, Silence the Believers and Ultimate Price.

Replace them with Fatal Push, Thoughtseize, Go for the Throat, Path to Exile, and Dismember or Maelstrom Pulse. Any of these two removal spells should be a playset(4), but all of them are just about the same.

3:Sideboard for Modern

Cut literally everything.

Add 4 Nature's Claim and Creeping Corrosion.

Stony Silence could be useful too.

If you choose to run Go for the Throat, sideboard a third removal option that can hit anything.

Add Relic of Progenitus or Bojuka Bog.

Leyline of Sanctity can hose just about any deck.


I couldn't really fit this stuff in without you cutting some other useful stuff, but cards like Kitchen Finks, Dark Confidant, Thalia, Guardian of Thraben, or Blind Obedience could worm their way into your deck.

SynergyBuild on Medal of Honor: Humans and Soldiers Edition

1 week ago

Love the deck, I run a very similar deck to this one:


Some advice on sideboard.

Fragmentize is a key peice in mono-white aggro-midrange, Disenchant is another version.

Stony Silence and Kataki, War's Wage against artifacts

Tormod's Crypt, Relic of Progenitus, Jotun Grunt (My favorite), and Rest in Piece against dredge, delve, snapcaster, reanimator, flashback, recursion, or any other graveyard deck.

Aegis of the Gods and Leyline of Sanctity against hand disruption.

Bovine073 on Oh mill, the Horror!

1 week ago

Sideboard wise you need something to remove Leyline of Sanctity, I'd suggest. Echoing Truth is likely one of the best options available. Also in the sideboard, more Crypt Incursions are likely important as well as some form of combo hate, generally Surgical Extraction is the best for mill decks (and doubles as grace hate, too). Ravenous Trap is another common one I see ran in mill lists.

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