Sacred Foundry

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper 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.

Price & Acquistion Set Price Alerts

GTC

RAV

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Sacred Foundry Discussion

colton815 on "Vehicle Tribal"

1 day ago

"tribal" refers to creature type, and "vehicle" is not a creature type. 2 major things i notice. first is that you run 2 of almost everything. pick the best ones and run 4. it will make the deck more consistent. the second is your mana base. i know you said the deck was made with just random cards you had lying around, but the mana base could be greatly improved with dual lands. you'd want Arid Mesa, Sacred Foundry, and Clifftop Retreat. Aerial Modification is too expensive to cast with only 22 lands.

TheMadRocketeer on No Lords Goblins

1 day ago

Help me understand the inclusion of Bloodstained Mire, Scalding Tarn, and Wooded Foothills. Looks to me like they let you spend a little life to essentially play with a 51-card deck. Are they included just for the deck thinning and extra chances to get Sacred Foundry? Also, with 9 of these, backed by just 3 Mountains and 1 Sacred Foundry, one could end up with one or more of these in hand that have no legitimate targets left in the deck. I guess the idea there is to win before it matters?

Finally, Shinka, the Bloodsoaked Keep strikes me as kind of random too. It won't hurt anything, but with no targets for its gives-first-strike ability, it's mainly just a cool Mountain, seems like.

Very nice deck concept! :-)

Greasy_Nerd on Bloodbraid Lands

3 days ago

My first update here shaves off some maybes and cuts the deck down to 60 cards. Tentative sideboard established.

Initial observations after some goldfishing:-The deck really wants more than 1 Sacred Foundry and 1 Stomping grounds. 1 Foundry and 2 Grounds should work. I feel like cutting a Knight of the Reliquary and a Ghost Quarter to smooth out the color requirements and the tax on our typed lands. I would like to be able to fetch out a lot of basics, and this is going to be hard with a utility land package and Wild Nacatl on 1.

Tyrant-Thanatos on Pattern Recognition #56 - Fetches

4 days ago

Azdranax Your argument seems to hinge almost entirely on decks that run more than 2 colors. Arid Mesa is in no way better at color fixing than Plateau or Sacred Foundry in a strictly RW deck. And yet... people run them anyways. And they claim, for the thinning. Overrated is exactly what they are. Useful in a lot of decks? Yes. But I've literally watched people run then in fucking mono-color decks for the thinning effect. What else can I call that but overrated?

Azdranax on Pattern Recognition #56 - Fetches

5 days ago

While I agree with the basic premise of "not every deck should be running fetch lands," I could spend quite some time assailing the flawed conceptual details and the lack of mathematical details included in this specific argument. It's late, so I'm not going to spend the time, but I'll simply say Magic players could learn a great deal about statistical probability from poker players, rather than attempting to take a macro-analysis approach by utilizing a hypergeometric function or running a Monte Carlo simulation, as random statistical probability is far more important than simulated statistical certainty when playing Magic (as well as poker).

As noted in the attached article, which is quite dated but mathematically accurate, telling players the mean statistical number of lands in your opening hand is 2.33 based on a 60 card 40/20 spell to land distribution is much less meaningful (in my opinion) than telling players you'll start the game with either 2 or 3 lands in your opening hand in roughly 60% of your games. Cards don't come in fractions in actual gameplay, so understanding the potential benefits of the random statistics, especially in early turns, becomes much more relevant than knowing you'll be nearly mathematically certain to draw an additional spell by turn 20, which based on a 1,000,000 simulation scenario becomes valueless.

Ultimately, the greatest value of the fetch lands has been and always will be color fixing, as having the ability to play the correct spells in your early turns means more than anything in Magic, especially in the deeper formats of Modern and Legacy. Fetch lands supersede even original dual lands in effectiveness for color fixing, as an Arid Mesa can become any dual or shock with mountain or plains in their super type (7 of the 10 dual/shock versions available to fetch). Meanwhile, a Plateau is just that, and a Sacred Foundry is just that, still minus 2-life to use immediately. Having the exact color(s) you need the turn you play the fetch is almost always worth the 1-life paid. It's why the value of fetches has held fairly steady despite the significant reprint in MM3 - they'll always be in demand, as they should be for competitive players.

Finally, as pointed out by several other commenters, the deck thinning effect, while modest in many cases, always results in an improvement in statistical odds to draw a non-land card...ALWAYS - no matter how small. Any insinuation that it does not is simply incorrect; there may be diminishing returns as the number of lands declines, but there is still always a statistical decrease in the likelihood of land draw when using a fetch land. If that's your only reason for playing them, then I'd agree - the juice isn't worth the squeeze, so to speak, but it's the all-in-one utility of the fetch lands that make them so important to so many decks. Saying they are overrated is simply erroneous.

CriticalTopDeck on Vampiric Bloodlust copy

1 month ago

Suggestions:Vampires Olivia Voldaren

Defiant Bloodlord More expensive Vizkopa Guildmage or Sanguine Bond but on theme and more combo pieces

Yahenni, Undying Partisan

Asylum Visitor

Bloodhall Priest

Value Cards

Vampiric Tutor -tutors are great

Mastermind's Acquisition -another tutor also "wish" affect allowing you to grab legal cards outside of game*

Anguished Unmaking

Sorin, Solemn Visitor

Terminate

Dark Petition

Kolaghan's Command

Non-vampires but solid combo/synergy cards

Athreos, God of Passage

Vizkopa Guildmage

Mana-Base

Caves of Koilos

Shambling Vent

Isolated Chapel

Dragonskull Summit

Blood Crypt

Godless Shrine

Sacred Foundry

Bloodstained Mire-Any "fetch" lands to help mana fixing and to grab dual lands

Concealed Courtyard

Blackcleave Cliffs

Inspiring Vantage

Smoldering Marsh

Battlefield Forge

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