Sacred Ground

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Sacred Ground

Enchantment

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.

SufferFromEDHD on Death by Manlands

1 year ago

CruelEntertainment hello tapped out newcomer! Thanks for commenting on one of my favorite decks.

If you look in my sideboard you will see Sacred Ground. I have gone back and forth between that and Terra Eternal for years now. Manlands definitely benefit from indestructibility but I don't like granting such a powerful ability to my opponents. Sylvan Awakening is my current indestructible tech (alongside Sylvan Advocate it ends games) but it is a one shot in this deck. Terra would at least fit under Sun Titan. That is a major decision point if a permanent is added to this list or not.

I'm going to take a serious look at this list again based off your suggestion.

Delphen7 on How does Sacred Ground interact …

3 years ago

I was building a land themed deck, and I came across Sacred Ground. With Ashaya, Soul of the Wild on the field, all your creatures are lands. So if one dies to a spell/ability, does Sacred Ground return it to the field? Thanks!

Oloro_Magic on Jank Control?

3 years ago

I think a Noyan Dar, Roil Shaper lands matters type deck could be really cool. I have a buddy who plays one that is basically a draw-go deck looking to wipe the board a bunch and take over the game as people lose resources. Cards like Tomik, Distinguished Advokist and Sacred Ground also give this type of deck redundancy. Not to mention the fact that Noyan's ability is so open, you can adjust your spells to be what you want, maybe putting in some weird jank.

KIRK77 on toil of the roil

3 years ago

Thanks for the input GoldenGolgari, I just ordered all the cards on here because I think i'm gonna need to see it in paper to make the final cuts. I don't think the Roil Elemental is going to make the cuts though :( I actually have Sacred Ground in the deck but I definitely think I'm gonna have to put in Flawless Maneuver. I actually had Mirrorweave in the deck as a win-con of sorts if someone has a scary creature but I never though to use it as a 4 mana instant speed boardwipe, that's actually pretty bananas and is for sure gonna have to go in!

Haha, thanks for the decklist loricatuslupus XD! I love checking out cards other people have found and seeing different deck strategies. I'll cut back on my lands for sure. I really like the Ruin Ghost combo, it'll see if I can make space for it when I make the cuts. When Ghostway and Luminous Broodmoth bring the lands back they will not only lose the counters, but they will actually lose the effect making them creatures and just come back as plain old lands that are untapped ;)

KIRK77 on toil of the roil

3 years ago

Thanks for the input GoldenGolgari, I just ordered all the cards on here because I think i'm gonna need to see it in paper to make the final cuts. I don't think the Roil Elemental is going to make the cuts though :( I actually have Sacred Ground in the deck but I definitely think I'm gonna have to put in Flawless Maneuver. I actually had Mirrorweave in the deck as a win-con of sorts if someone has a scary creature but I never though to use it as a 4 mana instant speed boardwipe, that's actually pretty bananas and is for sure gonna have to go in!

Haha, thanks for the decklist loricatuslupus XD! I love checking out cards other people have found and seeing different deck strategies. I'll cut back on my lands for sure. I really like the Ruin Ghost combo, it'll see if I can make space for it when I make the cuts. With Ghostway and Luminous Broodmoth bring the lands back they will lose the counters but they will actually lose the effect making them creatures and sill just come back as plain old lands that are untapped ;)

GoldenGolgari on toil of the roil

3 years ago

I know you said you want to cut down on creatures, but if I were you I'd definitely add in Murmuring Mystic and Talrand, Sky Summoner as it seems like you're going for tap and untap shenanigans, so generating a small army of tokens alongside that definitely wouldn't hurt. I would personally cut the landfall sub-theme you got going on to make room but that's just me. I also highly recommend Sacred Ground as well as the new Flawless Maneuver to protect the multiple lands you're going to be animating against boardwipes (got blasphemous acted for like 5 lands a while back and am still a little salty). Lastly, Mirrorweave is a really funny card in this deck, acting as an insanely good 4 mana instant speed boardwipe by choosing a land you animated, which has base stats of a 0/0 elemental, which means every creature that isn't one of your lands kills itself. Keep up the good work, always good to see someone else take interest in Noyan Dar :)

Tzefick on White's issues in Commander

4 years ago

enpc Fair enough, I'll get to your response in bits too. Sorry it's been so long underway but I've had my response written down on a different PC that I couldn't get access to for a while. I'm just going to post this initial section and keep adding to it going forward.


  • "But your argument here basically boils down to "artifacts are bad because they die to removal". I get that there are a bunch of good artifact removal cards, but that doesn't mean that we should stop leaning into artifacts because of it."

Not quite true. My argument is that relying too heavily on artifacts makes you very vulnerable to a removal type that is a lot more common than counter measures to alternative kinds of resource generation - like land ramp, blue's untaps and artifact manipulation, black's graveyard ress, alternative payments, and rituals, and red's artifact swap, rituals and other mana cheats . It's a lot easier to counter measure an artifact than many of the other types of mana accelerations in the game. And if your color can basically only achieve a very fundamental mechanic of the game like ramp and card draw through artifacts, it makes you more vulnerable than those that can achieve it in a different way.

I completely agree with you that removal is a fundamental part of an interactive game like MtG and is part of the fun and makes the game what it is. I don't advocate that removal/interaction should be worse or something like that. However I reckon when there's a disparity between how well removal interacts with artifacts versus other mana accelerators and that it hits certain colors more than others, then I see a possible issue that is worth looking into and possibly correct.


  • "In addition to this, white has a lot of ways of protecting your stuff from being destroyed, whether it's indestructible, hexproof, just an outright Teferi's Protection (which yes you did mention), or more importantly shutting down an opponent's removal source using Torpor Orb effects, of which white has many."

I mean outside of Avacyn, Angel of Hope and emblem elspeth , and the aforementioned Teferi's Protection (which is a pretty ludicrous spell in of itself), white cannot actually protect their own non-creature stuff that well. And their hexproof is mainly to protect the player themselves and not their board (there's odric off-keyword giver - I mean deathtouch, skulk, menace?) - which is kinda weird in my eyes as white is the color of community and going wide more than tall and have indestructible as a primary evergreen keyword.

Lands can be protected through Terra Eternal with the side effect that it helps your opponents too, or through Sacred Ground if your opponents try some land destruction.

So white doesn't actually have that good, flexible or effective means to protect their own non-creature stuff. White is even the color of indestructible as one of their primary evergreen keywords... and it's actually worse off when protecting non-creature permanents than a color like green .

So in your proposed scenario where white counters green's land ramp with MLD, green actually has a very good, cheap and flexible counter, that leaves white at a huge disadvantage. Although it is only one card, but then again, there are 3 major land destruction spells in white (that is legal in Commander) being Armageddon , Ravages of War (check that price tag, hello Portal), and Catastrophe ... and to an extend Fall of the Thran .

Lands have always been the exemption to many destruction effects and there have not been printed much in terms of land destruction in recent times (outside 1-for-1s Tectonic Edge that is meant for removing utility lands/power lands). So I'd like to challenge your claim that land destruction is what WotC wants to show is part of what white does. I cannot deny that WotC have made more stax-like cards for white in recent times, but I reckon that's because taxing and hindering is something WotC can more easily print for white as a color identity mechanic than land destruction, again because lands have a special status and don't perish as most other permanents in the game.


In relation to the mentioned cards that can help white to land ramp; true these exists and many utilize them in their decks if they don't have better options. I did not actually know of the Kor Cartographer , paralleling Wood Elves in a worse state, fitting of a color imitating another color's strength. I would just like to see more of these type of cards, and if WotC finds a way to make them less mana intensive (like the 6 needed for Burnished Hart - it's still a good card because it's 2 on the field, but it's good more due to lack of better) but requiring something else that white is good at, I think that would be a good compromise between allowing that power but not make it as flexible and strong as green's ramp. Simply requiring more mana to mana ramp, seems kinda unproductive as those colors wanting that imitating mana ramp is already light on mana production. Kinda feels like "Don't be poor, just be rich. It's easy making money when you're rich!".

And I'm afraid I'm being a bit repetitive, but stax effects in general, are something that negatively influences white's political standing and threat/annoyance assessment in Commander - so if white is doomed to be the "I hold the rest of you back"-kind of guy, to be somewhat "on par" with the rest, then white is always going to be a bad color for casual multiplayer formats, like Commander.


  • "So again I push the point that white is capable, however the issue here is that it's not the way you (or some other casule commander players) want it to be. But again, that's not white's shortfall."

The limited data we have and many players' personal experience says that white is less likely to succeed in Commander than any other singular color. Do you think this is just pure fiction spun up by white-loving players? Or do you think there's some truth to it? Why would white players be more prone to bad deck building than players of any other color?

Jumping at bit in your post:

  • "Here's where we get to brass tacks (if we haven't already), I wouldn't agree with you on the comment that "a large portion of the commander community" thinks that mono-white needs fixing. Ther eare some poeple, sure. And those people might make a lot of noise about it, but that doesn't mean it's the majority of players. I know that most players who I interact with would agree wiht my viewpoint on it."

My anecdotal evidence is from 6 friends I play Commander with, where most agrees that white is the worst of the colors for Commander when considering mono-color (I'm uncertain of the opinion of 2 of them as they haven't said it outright). Other than that I know that the Youtube content creators "The Command Zone" has strong opinions on white lacking support in Commander, and as far as I've seen in the comment section of their video regarding color strength, within context of the Commander format, there's a lot of people who shares that viewpoint and a lot who don't. Of those that don't share the viewpoint, there's some who are very vocal and sadly also some who are frankly quite rude in their statements.


I'll end my post here and get back to you when I have more time.

Unlife on Need help with land creature …

4 years 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

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