|Commander / EDH||Legal|
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|Zendikar Expeditions||Mythic Rare|
|Ravnica: City of Guilds||Rare|
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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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Sacred Foundry Discussion
1 day ago
There are many 1-ofs, which is generally not the best way to go about building a consistent deck?
There are also just too many cards that flat out do not see Modern play. Agree with previous post that you should use better burn/removal spells, including Path to Exile.
kotten on Mardu Burn
2 days ago
Thylian1 I get what you're saying but Shock and Tarfire being one drops for two damage is easy removal or quick damage to get lethal and so on so I keep them in since they're good burn cards. Hellspark Elemental is a card I fuck with because swinging for three with trample and haste is easy two or three damage depending on if they block, and it could kill off a creature the opponent has. Plus with it having the unearth ability, a lot of people with forget about and late game I could kill off a blocker and unearth it, swing for game potentially. I do like Rift Bolt I just haven't picked any up. Having 16 lands has played out just fine, as I've won games with only 3 or 4 mana, especially with have four fetch lands, if I need a basic, a Sacred Foundry or Godless Shrine I know I can get it.
2 days ago
Let me start by saying that I think you have a great theme and you've done a great job of sticking to your theme elements.After going over your list, here's the recommendations that I think might help you.
Cards to take out (to get down to 100):
Golem Foundry is just a weak card. It is kinda nice getting a golem token for casting 3 artifacts, but I've never been happy playing that card. It always ends up feeling like a waste of board space.
Metalwork Colossus is really nice, but with all of the vehicles and other creatures, it seems kinda mana intensive and you're not really working on a sacrificing artifact theme.
Blinkmoth Urn is symetrical, meaning it helps you opponents as much as it helps you. Yes, you may have more artifacts than them, but do you really want to give your opponents free mana? And they get that free mana before you do.
Darksteel Juggernaut is a great card in a draft, or in another deck where you're primarily focused on attacking each turn. But the requirement of attacking each turn makes this card feel like it doesn't fit.
Sram's Expertise is cute, and I understand why it is in the deck but a few 1/1 tokens seems kinda weak for this deck.
Chief of the Foundry helps out the vehicles, but not the dwarves.
Those initial cuts gets you down to the 100 cards for Commander. Now to make the deck a bit stonger.
These changes might help make your deck more resilient againt various opponents. Obviously, you'll need to temper these recommendations with your collection, budget, and local metagame.
I'll start with lands. Nine (9) out, Nine (9) in.
Spinerock Knoll, Better in a combo deck.
Shinka, the Bloodsoaked Keep, Not enough legends
Wind-Scarred Crag, Boros Guildgate, and Stone Quarry come into play tapped. You have too many lands that come into play tapped and it slows you down.
Drifting Meadow, Forgotten Cave, Secluded Steppe, Smoldering Crater, the cycle lands are nice in a deck with lots of graveyard recursion or when you're focused on cycling cards. But you're deck isn't set up for those things and these are just more lands that enter the battlefield tapped and slow you down.
Kabira Crossroads for it. The 2 life usually isn't enough in Commander games to make a big different.
Sejiri Steppe is something to consider. And the Boros Garrison makes it better.
Move the Rugged Prairie and Sacred Foundry to the mainboard from your maybe board.
Don't ignore the plain old basic lands. Even if you just use a couple of each. You never know when an opponet will play a "Every seach for a basic land" card and you're left out of the party.
I would also consider Holdout Settlement and Springleaf Drum to help take advantage of Depala, Pilot Exemplar's ability to load your hand with creatures and vehicles. Remember that you can tap a creature with summoning sickness to activate the Settlement or the Drum since you aren't activating the creature's ability.
Lightning Greaves is a tough card to consider. Yes, it is a great card. But does it really help that much? You aren't themed around equipment. I would drop in in favor of something that helps more often.
One-shot effects like Built to Last and Built to Smash are not really good in a multiplayer game.
I hope these suggestions help give you some ideas. Let me know what you think. Feel free to look over my decks and let me know what you think of the suggestions.
5 days ago
The deck just performs overall badly. I haven't won a game against a legitimate Modern deck, and I can't seem to win against many of the fringe ones either. Maybe I'm shuffling badly?
2 weeks ago
If you're running this competitively, some must haves: Boros Charm, Goblin Guide, Grim Lavamancer, Eidolon of the Great Revel,Path to Exile, and Rift Bolt. Your mana-curve seems way too high, although Archangel of Tithes would be great to board, on 20 lands you most likely won't be dropping her until turn 6. She also requires so much white mana...
Having a million one-ofs is great on paper but what you want to do is go for four-ofs of the best cards, and cut weaker/more costly ones. Monastery Swiftspear is crazy strong and should be a four-of, as is Lightning Bolt. Citadel Siege is awkward, and your Mana Confluences are gonna hurt much more than running fetches/shocklands would. Arid Mesa, Sacred Foundry, and Bloodstained Mire should all be in the deck as four-ofs.
Disenchant belongs more in your sideboard, as it's useless in maany matchups. Ajani's Presence is gonna save just one creature 99% of the time, and is not worth running. Phalanx Leader and Ojutai Exemplars should go, as well as Kytheon's Irregulars, too expensive and color-dependant.
If you're not running this competitively, looks good.
2 weeks ago
Well, I'm a Jeskai fan too. These colors are awesome, even though the manabase is extremely expensive.
Your deck is a rough draft, so I'll try to give you some ideas. I'll try to keep it budget, because you mentioned it in the description. The best jeskai deck nowadays is Jeskai Nahiri, but this is far busted in finantial terms.
So, my tips are:
Invest a little in your lands. Running a three color deck is very painful if you only have basic lands. Battlefield Forge and Shivan Reef can be a start, since they're not so expensive. If you really wanna go for it, get some fetch lands (Flooded Strand is the cheapest one in Jeskai Colors) and shock lands (jeskai ones are Sacred Foundry // Steam Vents // Hallowed Fountain). This is a bigger investment, but you can use them in other decks some day.
Define a strategy. I said that your deck is a rough draft, because you don't have a clear win condition. The main thing you gotta keep in mind when building a deck is how you're going to win. Even if you're playing control. And, even more important, after defining your win-con you need to make sure it's consistent. Planning to beatdown with a Figure of Destiny in format with Fatal Push and Path to Exile is very questionable. Lurk around and see other strategies in jeskai colors. Inspire yourself or use someone else's idea, that's not necessarily wrong. Personally, I really like going with Geist of Saint Traft or Thing in the Ice Flip.
Understand how each card connects to each other. This is one of the hardest things. For instance, if you're playing a control build with a lot of instants and cards to deal with your opponents threats and do a late game beatdown, Bedlam Reveler does a very good use of your graveyard and also draws you 3 cards to keep your hand fueled. Or else, if you wanna build board presence and push your enemies back Elspeth, Sun's Champion or Captain of the Watch can generate you extra tokens to push it. Right now you have some cards that don't really bind together, like Stormscape Familiar.
Use blue. Blue is one of the most interesting colors in Magic: The Gathering. It gives you interactions and, most important, card advantage. Read some articles about tempo, it might clear up your mind. But, basically, what I mean here is: if you access to blue, you can handle threats in the early game with counterspells like Mana Leak, Spell Snare, Spell Pierce and Negate (and even Dispel maybe) or generate card advantage with instant speed draw engines like Peek, Think Twice or Telling Time. You don't really need to worry doing anything in your turn, you can just let your opponents fall into thinking you're not prepared for their threats. And, even if you can't counter everything, blue gives you awesome cards like Vapor Snag and Cryptic Command (this one is expensive, but whatever). So, trust in blue magic. Not creatures, blue creatures are bad. Blue magic.
I hope I lead into some critical thinking about your deck. It's not meant to make you unsatisfied with this, but to get you to a higher place in deckbuilding. If you want to discuss more about jeskai decks feel free to add me or to take a look at my lists. I'm always happy to help new players improve.
2 weeks ago
This is pretty close to what you already have, I would just cut a few of the basics for nonbasic pain lands and check lands in your primary colors.
1x of each basic
2 weeks ago
I'd definitely like to work something out, you've got a lot of cool cards.
I like your:
- 1x Blood Moon
- 1x Snapcaster Mage
- 1x Berserk
- 1x Legion Loyalist
- 1x Goblin Chieftain
- 2x Sacred Foundry
- 1x Breeding Pool
- 1x Watery Grave
- 1x Steam Vents
- 1x Sunken Hollow
you like my: