Sacred Ground


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Ninth Edition (9ED) Rare
Ninth Edition Foreign Black Border (9EDFBB) Rare
Eighth Edition (8ED) Rare
Seventh Edition (7ED) Rare
Stronghold (STH) Rare

Combos Browse all

Sacred Ground


Whenever a spell or ability an opponent controls causes a land to be put into your graveyard from the battlefield, return that card to the battlefield.

Sacred Ground Discussion

Unlife on Need help with land creature ...

6 months ago

Why not Noyan Dar, Roil Shaper ? You commander makes your lands into threats even as you're casting spells to protect them. There are things like Terra Eternal and Sacred Ground that keep them in play, board wipes like Hour of Revelation and Planar Outburst kill everything but them. Blue White also lets you run counter magic to keep your opponents from wiping the board

K1ngMars on Knock off teferi’s protection?

6 months ago

The most similar card I can think of when talking about Teferi's Protection is Comeuppance . As for land protection, the only two things that come to mind are Avacyn, Angel of Hope and Sacred Ground , but the first one has the problem of being expensive (money and mana wise), while the second won't protect your lands from your land destruction.

Flarhoon13 on Who said zedruu cant be good?

8 months ago

Re: 3) Price of Glory or and Sacred Ground > Donate Sacred Ground >> Pyrohemia or Sunscorched Desert = Infinite damage or Draw. I don't think donating Excavation works, I think you control the effect. Donating Price of Glory does, I would say :-) . I have been playing a lot with Zedruu lately with good success, many opponents sour.

Tzefick on Pattern Recognition #91 - Mana ...

10 months ago

@Master_J True and that's why Wild Growth isn't affected by Mana Reflection. That's an oversight by Berry.



Now my stance on land destruction is that of scarcity. Certain lands may needs to be dealt with and for that I wholeheartedly enjoy the Wasteland- and Tectonic Edge-esque type of lands. The choice is to blow up your land with your opponent's land so you're likely only doing it if that trade is favorable to you. For instance if your opponent has a Gaea's Cradle then you will easily trade your Wasteland for their Cradle unless they cannot utilize it at all. In that situation I say it's a tech choice. You include Wasteland to get rid of annoying or greedy lands.

Cards like Stone Rain are a lot worse (for the game) in my eyes because you don't trade resources. You trade a card versus your opponent's land. There's no limit to how many Stone Rains or similar you can play, given you have the mana and cards for it while lands are usually locked to once a turn.


I am mainly a multiplayer (Commander) player and therefore single-target land destruction is not really something people can efficiently run because they have multiple opponents. However land destruction in those formats are usually attributed to continuous land destruction, like that on Numot, the Devastator or mass land destruction, like that of Armageddon. Both types have attributes in common; they affect their opponents far more than they affect the player.

Land destruction is not really an integrated part of Magic's repertoire and therefore there exists very few cards that deal with that situation and in even fewer colors - white being the one that has most effects that hinder their loss of lands, through cards like Sacred Ground or Faith's Reward or Teferi's Protection. Because there's little counterplay to land destruction, I find that those who do use it are disproportionately capitalizing on a gameplay with limited or weak counterplay.


If Wizards printed an Artifact that said the exact same as Sacred Ground AND replaced itself for a semi-small cost of 3-4 CMC, then I figure land destruction would take a heavy toll on its effectiveness. Add an instant in black that makes your lands or even non-creature permanents indestructible and hexproof and retaliate if an ability or spell would destroy your lands, do so against the controller of that ability or spell.


Wizards will unlikely do this as those would be a primary direct countertool to land destruction which as said before is not an integrated part of Magic. The existence of such cards are not to be utilized in their own rights but rather to remove/keep away land destruction as a viable option. However if land destruction would ever become a more integrated part of Magic, counterplay would need to follow. And to be honest, most of such effects I figure would be either too hamstring on counterplaying land destruction that their uses for anything else is rather limited or useless, or they manipulate lands in a way that is otherwise unhealthy whether for direct resource manipulation or they provide those greedy lands (Gaea's Cradle Cabal Coffers UrzaTron) too much protection that those tech cards you have a few of to dispose of those greedy lands, suddenly ain't cutting it.


There's so little recursion of lands from the graveyard and they are such an integrated part of being able to play the game that land destruction on a scale that becomes a lock/hindrance to play the game and not a technical countertool is not fun for the receiving party.


Imagine if creature removal didn't exist. Auras and equipment would become so broken. Or they would take into effect that nothing could really stop them and be made useless.


It's a fine line between providing win conditions or advantageous effects and appropriate countermeasures and I think land destruction is a REALLY crappy one to balance out. And for that I am thankful that Wizards largely have avoided land destruction as a viable tactic.

kamarupa on Throne of Thorns

11 months ago

Thanks, zephyr_chang! I considered it. Sacred Ground just seems better - lower CMC, and I think it will work against sac effects. That said, I imagine there must be at least some scenarios in which Terra Eternal would be better. Really appreciate the suggestion. Cheers.

Ravenrose on

1 year ago

This deck is definutely scary. Have you considered putting Blood Sun into this deck? Obliterate could screw a lot of people over. You're playing Armageddon so why not go all out? Sacred Ground will permit you to play your lands from the grave too. Diabolic Tutor is a classic for tutoring. Wave of Vitriol and The Great Aurora are decent boardwipes in green. Polukranos, World Eater is a boardwipe on a stick. Hydra Omnivore could also be worthy of consideration: it attacks all opponents if it deals combat damage.

I hope these suggestions helped!

kamelyan on

1 year ago

Karmic Justice is a nice little deterrent.

Phyrexian Arena and Greed for the draws.

As for a wincon, maybe you could do something with Squirrel Nest or Sacred Ground and Nature's Revolt shrug.

passascats on Johan - Lands Aggro

1 year ago

I love the theme here. Great deck! have you considered Sacred Ground? might help protect you from wraths.

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