Sacred Foundry

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase 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.

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Sacred Foundry Discussion

Argy on Unfinished Kaalia needs HELP

21 hours ago

You can check out the version I built after getting lots of tips from this site.

It has worked well in lots of games I have played.

1x Akoum Refuge
1x Badlands
1x Blood Crypt
1x Bloodfell Caves
1x Bojuka Bog
1x Boros Garrison
1x Command Tower
1x Evolving Wilds
1x Godless Shrine
1x Molten Slagheap
3x Mountain
1x Nomad Outpost
1x Orzhov Basilica
2x Plains
1x Plateau
1x Rakdos Carnarium
1x Rogue's Passage
1x Rupture Spire
1x Sacred Foundry
1x Scoured Barrens
1x Scrubland
3x Swamp
1x Temple of Malice
1x Temple of Triumph
1x Vivid Crag
1x Vivid Marsh
1x Vivid Meadow
1x Volrath's Stronghold
1x Wind-Scarred Crag
1x Lavaclaw Reaches
1x Needle Spires
1x Shambling Vent
1x Temple of Silence

1x Akroma's Vengeance
1x Diabolic Tutor
1x Dreadbore
1x Earthquake
1x Evincar's Justice
1x Mob Rule
1x Syphon Flesh
1x Syphon Mind

1x Boros Signet
1x Darksteel Ingot
1x Lightning Greaves
1x Loreseeker's Stone
1x Mardu Banner
1x Orzhov Signet
1x Rakdos Signet
1x Sol Ring

1x Akroma, Angel of Fury
1x Angel of Despair
1x Angelic Arbiter
1x Archfiend of Depravity
1x Aurelia, the Warleader
1x Avacyn, Angel of Hope
1x Baneslayer Angel
1x Basandra, Battle Seraph
1x Bladewing the Risen
1x Bloodgift Demon
1x Boros Guildmage
1x Dragonlord Kolaghan
1x Duergar Hedge-Mage
1x Fallen Angel
1x Flamerush Rider
1x Gisela, Blade of Goldnight
1x Iona, Shield of Emeria
1x Lightning Mauler
1x Mana-Charged Dragon
1x Master of Cruelties
1x Mother of Runes
1x Oros, the Avenger
1x Razorjaw Oni
1x Resolute Archangel
1x Rune-Scarred Demon
1x Shattered Angel
1x Tariel, Reckoner of Souls

1x Anguished Unmaking
1x Bathe in Light
1x Congregate
1x Crackling Doom
1x Master Warcraft
1x Orim's Thunder
1x Path to Exile
1x Return to Dust
1x Sulfurous Blast
1x Swords to Plowshares
1x Wrecking Ball

1x Necropotence
1x Palace Siege
1x Righteous Cause
1x Stranglehold
1x Vow of Duty
1x Vow of Lightning
1x Vow of Malice

The Vows could be removed for:

Demonic Tutor
Diabolic Tutor
Grim Tutor

ay.lobo on Help with my first ever ...

4 days ago

I second General_Kale's sound advice especially about the budgeting. EDH can get really expensive, and most of the expensive stuff lies in your dual-color lands like Sacred Foundry, to Arid Mesa, to the Plateau!... And that's only 3 land cards you "need" in a 3-color deck.

Ghosty on Ravishing Gruulness

1 week ago

Didn't get what's the point of sources (like Sacred Foundry and Temple Garden) in your manabase than saw 4xWild Nacatl XD

Would it make sens to go Naya and some more removal like Path to Exile if you already have ?

Btw I'd suggest to add more fetches to be able to get Plains when Wild Nacatl comes into play – Windswept Heath, Arid Mesa


Nice Black Metal Recommendations :) +1

saj0219 on rockleemyhero

1 week ago

And those are, of course, two of the three I'm pretty set on. I think my top shock priorities are probably Watery Grave, Overgrown Tomb, Sacred Foundry, Godless Shrine, or Temple Garden if you have any of those. I think my preference is a Watery Grave, but I'd be pretty happy with any of those (as evidenced by the fact that I just had a hard time identifying which would be my top choice haha).

Byuante on Queen Marchesa

2 weeks ago

Have you thought about Mana Crypt? Maybe also Unclaimed Territory since you're going for a somewhat tribal theme? Or if you're up for the cost Cavern of Souls or maybe even trying Plateau,Scrubland,Badlands,Blood Crypt,Godless Shrine,Sacred Foundry,Bloodstained Mire,Marsh Flats,Arid Mesa & the other fetchlands?

Imaris on Breya in the kitchen

2 weeks ago

out Nihil SpellbombRS

in Relic of Progenitus

I think this could be better.

out ScourglassRS

in All Is Dust

I just love the card :3 Also an alternate AOE removal that doesn't kill almost all the artifacts.

out Vedalken Archmage

in Mirage MirrorRS

Vedalken Archmage is not an artifact, and that isn't so good as the new multi-functional copying artifact. =) (Just want to test another card)

Cosmetics:

out Ancient Den

in Ancient Den

out Marsh Flats

in Marsh Flatsfoil icon

out Unwinding ClockRS

in Unwinding Clock

out Darksteel ForgeRS

in Darksteel Forge

out Misty Rainforest

in Misty Rainforest

Yay, I have all shocks and almost all fetchlands:

out Arcane Sanctum

out Evolving Wilds

out Mystic Monastery

out Vivid Marsh

out Vivid MeadowRS

in Hallowed Fountain

in Godless ShrineRS

in Sacred FoundryRS

in Scalding Tarn

in Windswept Heath

Also, I think some cards passed testing: Arcum Dagsson, Master Transmuter, Metalworker, Mirrorworks, Padeem, Consul of Innovation, Panharmonicon, Planar Bridge, Rings of Brighthearth, Unwinding Clock, Wrath of God, Damnation, Supreme Verdict

Kthululu on Kalemne Voltron

3 weeks ago

Hey buddy, here are some tips I would suggest in order to make your deck more competitive. Unfortunately voltron is not the strongest right now, but that doesn't mean you can't give your sexy lady Kalemne, Disciple of Iroas everything that she deserves.

Lands:Things like Boros Garrison that come into play tapped need to go, unless they are part of a winning combo, and even then that is sketchy. Add Sacred Foundry to your mana pool for essentially another Plateau. Also, add more fetchlands to fix your mana. Fetchlands also have a benefit of thinning out your deck so you have a better chance of getting to what you want. Ancient Tomb is also a great land for you. So is Inventors' Fair!

Artifacts:You are missing the essential artifact ramp package of Chrome Mox, maybe Lotus Petal, Mana Vault, Mana Crypt, Mox Diamond, and for your deck even Mox Opal due to your amount of artifacts. You could even add the 2 artifact lands to help with metalcraft. Lotus Petal is a person call, but I could see you going without. If you need more ramp then maybe ones like Mind Stone or Prismatic Lens. Howling Mine gives a benefit to all of your opponents as well, so I would suggest cutting that. Any mana ramp that comes into play tapped should probably be cut. In addition, since your deck is slower than many other decks and require combat steps, I would recommend adding artifact stax pieces to slow people down. Ideally you want pieces that hurt your opponents more than they hurt you. Things like Winter Orb after you play your commander. That way your opponents have less resources to deal with your stuff. I would recommend checking out competitive decks to see what stax pieces they use and seeing which ones would work best for you.

Creatures:You have a lot of expensive creatures that don't completely go with your wincon with your commander. I would also straight up remove Skyknight Legionnaire. I would definitely add Stoneforge Mystic to have another tutor and a way to flash in artifacts. I would also recommend using stax creatures to hurt your opponents. Maybe something like Ethersworn Canonist since you play lots of artifacts. I believe there are other white creatures that tutor up artifacts, you should check them out. If you want to add creatures that can you can equip things to besides your commander, maybe look at things like Kemba, Kha Regent or Monastery Mentor. You can also rock the awesome Recruiter of the Guard. Also, have you met your future friend Magus of the Moon?

Enchantments:You have lots of stax pieces here which I think is good. I would recommend adding more with things like Stony Silence. I'm not sure how well Ghostly Prison works with your deck, so if you need to cut things it should also be one of the things to go. And probably most importantly, hello Blood Moon!

Instants/Sorceries:Faithless Looting should be an instant add. I would also say Pyroblast and Red Elemental Blast should be for sure additions. They can counter counterspells and destroy blue permanents. If you want wheel effects then good old Wheel of Fortune should be added. Red has access to some okay draw effects through cards like Tormenting Voice that can help you go through your deck. Sensei's Divining Top might not be a bad card for you either. You also have a tons of board wipes. Yes, having one or two can be nice, but not that many. Rolling Earthquake is really solid, and if you want Wrath of God isn't bad either, but after that more spot removal is probably best.

Overall Recommendations:I would recommend dropping your overall cmc with cheaper costed cards that help you win with your primary wincon, Kalemne, Disciple of Iroas, more efficiently. Stax pieces could help you out a lot with slowing others down too. Adding something like Isochron Scepter + Final Fortune + Sundial of the Infinite is a relatively cheap way for you to get infinite turns and to pull out a win. I would also recommend more draw spells, they can help you go through your deck to the good stuff more efficiently. Once you drop the cmc of the deck you should cut lands, I wouldn't go over 32 with the ramp you will have.

evannovak on First Modern

3 weeks ago

patv4343

naynay666 can chime in here as well, but this is my analysis. You have many different things going on here, you need to pick one (Burn, Devotion, or Counters, and maybe Nathan sees more)

Creatures:
Anafenza, Kin-Tree Spirit -- Not really doing too much for you here, she is helping towards your devotion to make your God a creature, but a 2/2 for 2 isn't something to be super stoked on. Plus she's legendary so you can only have one copy out at a time. If you're swinging with her you're risking losing her other ability. If you're not swinging it's not as aggro as you could be and you are stalling out the game for your opponent in hopes that your God creature will help out.
Honored Crop-Captain -- Seems to give you fairly good value, makes other attacking creatures stronger, but it a bit difficult to cast with your given manabase.
Iroas, God of Victory -- He's too slow to actually be able to reliably swing with, your only non-land permanent is an colorless artifact that does not count towards your devoition. Turn 1 Swiftspear (if you played a Mountain), Turn 2 hopefully your mana is set that you can play one of your RW 2 drop creatures. Turn 3 play another 2 drop (because you have zero 3 drops in your whole deck). Turn 4 you can play your God, but he can't swing that turn. Your devotion is now 7, you can swing next turn if your devotion stays at 7. But you're only giving your dudes menace otherwise.
Mikaeus, the Lunarch -- He's too slow, the value is not there, he doesnt do anything the turn he comes out cause he does not have haste.
Monastery Swiftspear -- Awesome creature.
Raptor Hatchling -- Could be fun, most effective an efficient? Probably not.
Sky Terror -- Flies and menace, but harder to cast due to the colors.

Land: A tip would be to look at my deck called 'Eli Modern', Eli's modern deck focuses on simply, high value creatures that are harder to cast due to their cost. The deck is white and green. There are a lot of 3/3 for 2 (WG) so on and so forth. Look at the manabase to be able to see why those lands are beneficial. You also do not have enough lands. At this rate your deck is less than 30% lands. Consider in commander this percentage is closer to 40%, as well as within standard. There are less lands required for modern and your deck has to be more fine tuned, but you also need to make sure you have the correct mana. Let's take a look at your lands:

2x Boros Garrison --Too slow, also, if somebody destroys one of your lands, it will likely be this one as for what it taps for. In order for your deck to 'get off' you need to have the least amount of tapped lands as possible.
3x Inspiring Vantage This is a good one, but I would probably only have 2 if you do stick with them.
5x Mountain -- Yep
4x Plains -- Yep
3x Rugged Prairie -- I thought this card is good also for Eli's deck, it makes it so you can tap it and a land for whatever color combination you need of 2 colors. Right? The things is, if your opening hand only has one land in it, and it's this one...you can't play Monastery Swiftspear. It can potentially benefit you, but at the cost of messing up your turn 1 play.

I would recommend highly getting some other lands that include: Clifftop Retreat, Sacred Foundry and most importantly Arid Mesa to get exactly what you want. If you are serious about a manabase for this deck and are open to suggestions it may eventually be:

4x Clifftop Retreat
4x Sacred Foundry
4x Arid Mesa
4x Mountain
3x Plains
2x Inspiring Vantage

Since my R/W deck is 'Allies' I run 4 Cavern of Souls. There is no reason in the current state of this deck to get Cavern's for this. We discussed the benefit of Cavern's in your tribal commander decks.

Sorcery/Instant: Those are all efficient cards for these colors, you may have to cut some back as 16 is a high number for all of that.

Artifact: This card makes sense if you are playing Burn specifically, outside of that I don't think it helps you too much....rather....there are better things to put in that 3 open spots that are not this card.

Sideboard: We'll update that as we figure out more closely what you want to do. Those are all totally sideboard cards though.

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