Sacred Foundry


Format Legality
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
Zendikar Expeditions (EXP) Mythic Rare
Gatecrash (GTC) Rare
Ravnica: City of Guilds (RAV) Rare

Combos Browse all

Sacred Foundry

Land — Mountain Plains

(: Add or to your mana pool.)

As Sacred Foundry enters the battlefield, you may pay 2 life. If you don't, Sacred Foundry enters the battlefield tapped.

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Recent Decks

Sacred Foundry Discussion

Kogarashi on Blood Moon plus Shimmer?

2 days ago


Blood Moon is a continuous effect that changes all nonbasic lands to mountains. They no longer have any of their other types or abilities. They are simply nonbasic Mountains, and their type line would read: "Land - Mountain" (note the lack of the word "Basic").

Shimmer is a continuous effect that gives all lands of the chosen type phasing. Note that it doesn't specify basic or nonbasic lands, so any land that has the chosen type will gain phasing. If you choose Mountain as the type, then all basic Mountains (including Snow-Covered Mountain) will have phasing due to Shimmer. So will any nonbasic mountains, which due to Blood Moon is all nonbasic lands. Without Blood Moon on the board, it would still affect nonbasic lands like Sacred Foundry, Volcanic Island, and Madblind Mountain since they all have the Mountain type.

The order you play Blood Moon and Shimmer in also doesn't matter, as they apply on different layers. Blood Moon applies on Layer 4 (type-changing effects) while Shimmer applies on Layer 6 (ability-adding effects).

CarelessEmu on BW Tokens

1 week ago

arcane_trouper While Engineered Explosives is really good in other decks, I think it's terrible in tokens. You can only abuse x=0 to x=2 but rarely do you want x=2 as it hurts you. X=0 kills yours own tokens so that leaves you with x=1 as your only option. A lot of the one mana stuff you want to get rid of have better answers.

Timely Reinforcements is an okay card. It tends to be high variance. Sometimes your board state doesn't match up against creature decks to get full value out of it. Against Burn, it all depends on whether they have the anti-lifegain card and can play around it. Imo it's a bit situational. Overall, it might just be better to play more Collective Brutality as it's better against Burn and has utility against both creature and non-creature decks. Although it seems you already play 2 in the main board so I think you're totally fine. I would just recommend you play an extra Dismember to handle bigger threats and 1 Fatal Push. I really like this split based on the versatility.

Which matchups are you bringing in Runed Halo for? I think depending on the meta, one card to consider is Alpine Moon with one Sacred Foundry in the deck. It's the best hoser against the Tron and Valakut decks, which are probably the worst matchups for this deck. I'm not saying you should run it but it's something to brainstorm about.

multimedia on Jeskai Approach Control [Standard]

1 week ago

Hey, consider Glimmer of Genius and 2x Aether Hub main deck? Since Kaladesh Glimmer has been the go to draw spell for control. Without it I think the way this deck is currently constructed there will be consistency issues. Consider cutting 3x Opt and 1x Invoke for 4x Glimmer? Opt is fine, but Glimmer is much more powerful draw spell especially with Gearhulk. Hub helps a lot for a three color manabase and Glimmer powers Hub. Until rotation the exile of Forsake is more important than the life gain of Invoke. Exile is for Scrapheap Scrounger and most of all God-Pharaoh's Gift. These cards are difficult for control to beat if you can't permanently exile them.

With only eight sources of red in the manabase Chandra is not worth it. Consistently it will be too difficult to cast her. I suggest cutting Chandra for 2x more Teferi. Competitively he's the reason to play Azorius control and the manabase can support him. Consider 1x Commit main deck and 1x more in the sideboard for red matchups? Commit is the only way blue control can stop a lethal Banefire and it doesn't actually stop it, it delays it. Banefire is a thorn in control's side and I think it will be even more a problem post rotation because Commit is rotating. Post rotation white has Shalai, Voice of Plenty who is protection against Banefire, you have hexproof, your opponent can't target you.

Some options for post rotation, I think Blink of an Eye can be a go to spell for control. Currently it's already being played as 1 of and 2 ofs. Blink gives control instant unconditional nonland permanent bounce with draw, works well with Teferi. Anticipate or Opt can replace Glimmer post rotation, both work well with Teferi. Currently Syncopate and more Essence Scatter can replace Disallow. I expect there to be a good a counterspell in Guilds of Ravnica because both Izzet and Dimir are guilds in the set. These guilds are traditionally control guilds and Wizards is going to push Grixis colors because of their new Dragon money maker Nicol Bolas, the Ravager  Flip.

The mana situation post rotation is going to be interesting for control decks playing white. I think white is going to be difficult to play as a dominate color for control. Azorius and Orzhov are not in Guilds of Ravnica. Boros and Selesnya are in the set. You've done some real good thinking ahead here because as it currently looks like post rotation Jeskai can be one of the best colors to play white for control. Due to the post rotation mana situation, Esper only has playable Glacial Fortress and Isolated Chapel and some Plains. This is only enough white to splash Teferi and a few other single white cards, but not enough to play Settle the Wreckage, Cleansing Nova and Lyra Dawnbringer.

Jeskai is different because you'll have Fortress, Clifftop Retreat and the new Boros dual land hopefully Sacred Foundry in Guilds of Ravnica. This is enough white dual lands along with Plains to play Settle, Nova and Lyra. With Gearhulks rotating, control needs a new finisher. Which ever way control will go post rotation can be determined by what color has the better control finisher. Esper already has one in Chromium, the Mutable lets hope Jeskai gets one in Guilds of Ravnica.

If this advice is helpful I can give more advice about the sideboard. Would you like more advice?

Good luck with your deck.

Silverdrake on Candy Cane

1 week ago

Searing Blood and/or Searing Blaze are stronger removal than Path if you're looking to play the fast game. Skullcrack is also incredibly powerful, I'd play at least 2. I'd say cut 2 Path and all 4 Lightning strike for 4x your choice of Blood or Blaze (blood is my personal preference) and 2 Skullcrack.

I'm sure you're tired of people telling you to play better lands, especially if you're on a budget, but that would probably help the deck a lot. Go for the fetches (Arid Mesa) and shocks (Sacred Foundry) if you have the money for it. If not, you still have other options. Inspiring Vantage is relatively cheap and great in a fast deck like this. Clifftop Retreat is similarly good.

Whatever you decide to do, have fun and good luck!

OOBS on GW Emeria Wolf Run

2 weeks ago

I'm playing a Bant Emeria list that has a stronger control focus, but I'd recommend using Renegade Rallier. It can be great to recur a Sakura-Tribe Elder, land or whatnot. It basically acts as virtual ramp, especially when combined with fetches (although STE also helps a bunch for more consistent revolt). I would recommend going down 1 Emeria, The Sky Ruin because they aren't particularly useful in multiples, mostly because they are just more lands that aren't plains meaning that it makes it that much harder to get them online. Another consideration for your deck would be Knight of the Reliquary. I've been toying around with him in a Bant shell (my current list here doesn't reflect that because I haven't pulled the trigger on it). It helps you find the lands you need (in your case the Kessig Wolf Run + Sacred Foundry) and it scales well to the late game. In my testing I also have a sideboard Bojuka Bog which makes each KotR I have virtual one-sided graveyard hate on a formidable body. These are just a few things I'd consider looking into, good luck brewing!

GreatDarkness8 on Ponzaya Tempo

1 month ago


-Voice of Resurgence has been doing work for a lot of matchups, I'm a big fan!

-For whatever reason I've been liking Rule of Law better than Trinisphere in matchups like Pyromancer, Storm, and Humans, it does a surprising amount of work for such a rarely seen card.

-I've been considering dropping the Kessig Wolf Run in favor of a Forest because the Sacred Foundry is sometimes exactly what you need

Thanks a lot!

clayperce on Ponzaya Tempo

1 month ago

A few thoughts (with all the usualy caveats that I'm not familiar with your meta or playstyle ) ...

  • Voice of Resurgence is so spicy! How's the card been working for you?
  • I'm not a huge fan of Rule of Law tbh, except maybe as an inexpensive alternative to Trinisphere.
  • I'd recommend dropping either the Kessig Wolf Run or the Sacred Foundry in favor of Basic Forests ... getting a Green source on Turn 1 is just a little too inconsistent for my tastes with those and a Basic Plains.

Draw well!

Hexaflexagon on EDH Angel

1 month ago

Have you thought about giving yourself a bit of extra budget? If you do, you probably might want to consider:

You might also want to get better mana bases with(I've put them into groups for ease of reading):


Sacred Foundry, Godless Shrine, Blood Crypt

Fetch Lands

Bloodstained Mire, Arid Mesa and Marsh Flats

Check Lands

Dragonskull Summit, Isolated Chapel and Clifftop Retreat

Fast Lands

Inspiring Vantage, Concealed Courtyard and Blackcleave Cliffs

Slow Lands and Misc

Smoldering Marsh and Nomad Outpost

Also, to get more views on your deck, try adding more tags to it, the same way you did with the Budget tag.

Good Luck!

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