Safe Haven

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Commander / EDH Legal

Printings View all

Set Rarity
Time Spiral "Timeshifted" Rare
Chronicles Rare
The Dark Rare

Combos Browse all

Safe Haven

Land

(2), Tap: Remove target creature you control from the game.

At the beginning of your upkeep, you may sacrifice Safe Haven. If you do, return each card removed from the game with Safe Haven to play under its owner's control.

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Safe Haven Discussion

JackTheDemon on Queen Marchesa EDH - Game of Thrones

1 week ago

I would recommend Command Beacon, Bojuka Bog, Safe Haven. safe haven will reset crown back to you command beacon makes her go to your hand.

DarkLaw on Hour of Devastation Spoilers

3 weeks ago

If you're fetching out just Godless Shrines and such with Hour of Promise, it isn't very good. Theros scrylands (budget deck, obviously) makes it pretty playable. Utility lands like Strip Mine make it good. Land win conditions or generally busted lands (e.g. Gaea's Cradle)? Very, very good.

Tempt with Discovery is better in a sense because your lands are untapped, but worse in a sense since everyone will just get their Strip Mines.

You'll play it for redundancy, at least. It's a good follow up to T3 Cultivate.

I don't think this is good enough to play as a utility land in any commander deck, but it has specific applications.

See Safe Haven for comparison.

lagotripha on Parable of the Bird and the Frog (Swan Assault)

3 months ago

Tolaria west is an interesting option- opens up sideboard like Engineered Explosives, Tormod's Crypt and enables a 1-of Haunted Fengraf, Safe Haven and Tomb of Urami. It'll be interesting to see where you take it.

Sleazebag on Griseljund Repeater

4 months ago

Oh, and an excellent alternative to Eternal Witness is Noxious Revival.

Sure, it puts it on top of your library and isn't a body, but it's instant speed and 0 mana can make up for it.

You might want to remove one Safe Haven or at least add one other land to your list though. They don't tap for mana, so currently you are running effectively 21 lands, too few for Jund! I'd go for 23 (+ safe haven making it 24)

If I were going to cut any cards for lands, it would probably be Terminate (as Fatal Push kills most stuff that scares us).

Sleazebag on Modern Seismic Toad

4 months ago

RitchieRich757: Wow, thanks for all the support!

I was really shocked by Safe Haven, didn't even realize it existed until now! And I'm pretty versed in magic cards.

I think my problem with Safe Haven is how mana intense it is, as my deck isn't able to keep itself alive for long.

Unlike your decklist, it's much more combo focused and less midrange, so I'm losing on the board from the start. Creatures are rushing me down and it's a race against the clock. I need to try to combo off ASAP, usually turn 3 or 4 by discarding something to Faithless Looting and then Goryo's Vengeanceing it to win or gain value. That's already 3-5 mana right there. Safe Haven would require 3 more mana (Safe Haven + 2 more lands), I pretty much never get more than 5 lands in play!

I wish I could make it work though, that card is awesome. Getting to attack with the same Emrakul twice would be damn hillarious.

RitchieRich757 on Modern Seismic Toad

4 months ago

May I suggest Safe Haven? Goryo's Vengeance legendary, Safe Haven it, you get to keep it permanently, it will not be exiled from Goryo's Vengeance. I've checked the ruling on this too. The creature leaves the game so Goryo's Vengeance no longer has a valid target and the exile effect fizzles. 2 cmc monster on turn 4 potentially.

FatherbeatingmeinMTG on Lands

4 months ago

I feel like you should add Safe Haven to be able to pop her ability at any time while also saving your permanents

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