Sanctum of Eternity

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Legality

Format Legality
1v1 Commander Legal
Archenemy 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
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Sanctum of Eternity

Land

: .

, : Return target commander you own from the battlefield to your hand. Activate this ability only during your turn.

Profet93 on How to lose your friends (Kozilek Edition)

6 days ago

Junjun1216 +1

Blinkmoth Well - Synergy with blinkmoth well + interaction

High Market > Gallifrey Council Chamber - Same tapland argument as above. You mention you wanted a way to destroy your commander to destroy more cards, this does that easily, with a sprinkle of light. It is also synergystic with Klayer of loyalties and even wurmcoil engine.

Maybe Phyrexia's Core - High market for artifacts/Sac outlet for Mana vault, blinkmoth urn and the one ring. Also prevents artifact theft.

Sanctum of Eternity > Zhalfrin Void - Synergy

What does Vesuva copy, an opposing Cabal Coffers? Another card to potentially add is Thespian's Stage, perhaps for The Grey Havens? Seems unimpactful. You mention you want a lot of ramp and it's a early-mid game deck but these tap lands (particularly Havens) seems to go against that. Do they really warrant an inclusion/provide that much benefit to the deck?

Karn, the Great Creator > Portal to Phyrexia - Portal costs 9 mana and IMO, doesn't provide that much impact. It needs to survive a turn to be able to provide value which doesn't always happen. How has your experience been with it? Karn is great because 1) 1 sided null rod to slow down faster decks for when you don't have ramp early game 2) Animate opposing artifacts to eventually remove + politics, 3) Recursion for the exiled artifacts that buried ruin can't recur. Not to mention it's cmc is much lower. Would love your thoughts.

Gerrard's Hourglass Pendant - Synergy with Emrakul + mass recursion for artifacts get destroyed from a wipe. Anti synergy with your extra turn card.

How has The One Ring been playing for you? I see only Kuldotha Foremaster to remove it should it deal too much lifeloss to you.

I disagree yet respect your decision to exclude rings, I understand it's not what you're going for. A quick note, in your description, you mention it combos with manifold/voltaic key, however, it only combos with voltaic given manifold states another artifact, not allowing you to untap it with rings. Not that it matters given you're not running it but good to note. I do think that you should definitely test rings a lot and see if it eventually warrants an inclusion.

This is a great deck, I love Kozilek Distortion and have always wanted to build a deck around him. I look forward to your response to each suggestion.

seshiro_of_the_orochi on [Yoshi and Roger] Legndawy Good Boi

1 month ago

With that pairing, Sanctum of Eternity seems incredibly good. In general, each way to bounce Rugrat would be massivelybeneficial for Doggo.

Wurwilf on Beledros Supernova

1 month ago

Heartbeat of Spring at only 3 mana can set up some nasty tempo turns.

Skullclamp and Lightning Greaves are probably still worth it even if you mostly try to win the turn you play Beledros.

Sanctum of Eternity is a funny little guy with commanders that untap lands.

Kozilek, Butcher of Truth is good in all decks that can cast him.

Defense of the Heart is a meta call, I guess, but it's usually reliable. Boring card though, to be honest.

Azoth2099 on Chun - li countless tokens

3 months ago

DreadKhan

Ohh yeah man, Crystal Shard is great here for sure. As many economically feasible ways to reset Chun-Li as possible is a must here, certainly. Unsummon, Vapor Snag, Fading Hope, Rescue, Curfew, Chain of Vapor, Alchemist's Retrieval, Unsubstantiate, Familiar's Ruse, Geistwave, Call to Heel, Snapback & of course Capsize (so much utility here) are all worth a thought here imo, seeing as how they are also instants that can easily be recurred via the Commander's ability.

Other less synergistic synergies like Vedalken Mastermind, Waterfront Bouncer, Trusted advisors, Shrieking Drake, Faerie Impostor, Seal of Removal, Turbulent Dreams, Aether Spellbomb, Otawara, Soaring City & Sanctum of Eternity could potentially help the deck push through to victory as well!

And then there's Intuition, which is obviously just insane lol.

MrHighscore on Annihilate with Rocks

7 months ago

@Profet93

I'm still assembling the deck (expect the last pieces to be in my hands this week)

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  1. I like Mazemind Tome, but will need to playtest it before making a cut call on that. If that goes out, I'll probably replace it with Rise of the Eldrazi.
  2. Don't want to get rid of Karn Liberated. I like him, and I have a borderless version I want to see table time.
  3. Blinkmoth Well, does not seem that important to me. Arch of Orazca is for sure a cut candidate. Could make room for Sensei's Divining Top.
  4. Yeah, no change
  5. Not win more. Adds a nicely scaling ramp at X >7, would not be without it. Voltaic Key combo is just a bonus, but cutting it would reduce value of adding Voltaic Key in the first place. 
  6. Not going to cut Rogue's Passage. I feel I owe the table (and myself) some way to make those Eldrazi count! But I may be able to drop lands, just not too happy about it
  7. Budget is not a real concern, and I do have a metalworker somewhere. I don't think it will add enough to the deck, as I want my artifacts on the table and not in hand. 
  8. Drownyard Temple is for sure not important. Can also do without Sanctum of Eternity though. 
  9. I can't really find a good use case for Rise of the Eldrazi. I do think Artisan of Kozilek carries its weight with Annihilator 2. But could be a valid swap. They are both candidates for swapping in ulamog, the ceasless hunger

I guess potential changes could be:

Other thoughts:

Cheers

Profet93 on Annihilate with Rocks

7 months ago

Very detailed response, thank you!

  1. Top > Mazemind Tome - Tome is okay but best cast you get it out early game and pay 4 mana to replace the maze or 6 mana to draw an extra card. Scrying is eh IMO whereas digging 3 more cards works with Kozilek quite well.

  2. Controversial: Voltaic Key > Karn Liberated - This one is a bit controversial given you need removal in the deck. Its expensive removal, a better version of Scour from Existence. How often do you find yourself using it? Maybe voltiac key is overkill, but whether you add Key or not, Karn is high CMC should be cut to reduce the avg cmc of the deck.

  3. Blinkmoth Well > Arch of Orazca - Costs way too much and war room is better redundancy. Ask yourself, how often do you even use it? I know you need draw but its weak

  4. Reviewing your list further, I actually believe Liberator, Urza's Battlethopter is not needed anymore. I didn't realize you had Skittering Cicada as your redundancy. Could swap out skittering for Liberator but thats personal choice should you wish.

  5. Controversial: You could take out doubling cube because it's winmore, not sure how your experience with it has been. This could make room for Oblivion Sower as it's "Ramp" so to speak, is less artifact based so you don't put all your eggs into a basket of Vandablast/artifact removal.

  6. Ulamog Ceaseless Hunger > Rogue's Passage - I usually hate cutting lands but in a deck like this with lots of artifact ramp, I think you could cut 1-2 and still be perfectly fine, definitely worth experimenting with. I understand a potential consideration could be not drawing enough lands given your land of draw. The way I see Kozilek is sort of a glass cannon. You either ramp yourself into your commander for card draw, or die trying. Having more lands which you need more interaction or ramp is not ideal. Rogue's passage costs a lot and your commander has evasion anyways.

  7. Metalworker - Is this in your maybeboard due to $? I see no mention of budget in the deck and I see some expensive cards so I'm unsure. Land of your choice could be potential cut.

  8. Sanctum of Eternity > Drownyard Temple. Perhaps I'm missing something but I don't see the value in drownyard aside from scorched ruins. Sanctum allows you to refill your hand with your commander and respond to removal (on ur turn) should they attempt to removal it in response to equipping greaves/boots.

  9. Controversial: Rise of the Eldrazi > Artisan of Kozilek. Artisan seems good on paper but isn't ideal under certain scenarios ..... A) Your creatures are mostly cast triggers, not ETB. Yes, powerful creature to return is nice, but paying 9 mana? I want something more. B) GY hate/Eldrazi Shuffle triggers. Very often in my meta people respond to GY recursion by destroying Kozilek or making me sac Ulamog to shuffle grave. Rise of Eldrazi provides you with A) Draw which you need B) Removal C) Extra turn/"haste"

Let me know what you think :)

enpc on which do you perfer

11 months ago

Zacama + Sanctum of Eternity + turbo land ramp. Throw in a Shivan Gorge and you got a stew going, baby.

In reality, they're completely different decks. If you want ot play tribal dinos, Gishath is the way to go. But run a Maskwood Nexus so you can take advantage of Gishath's ability on the non-dino creeatures.

Tur on Hidden Power - Crop Rotation

1 year ago

TypicalTimmy

Thank you for noticing my intention, that is the key point of this argument!! Newer and casual players tend to disregard or ignore Crop Rotation, because they only see it for very expensive cards such as: Gaea's Cradle, Mishra's Workshop, The Tabernacle at Pendrell Vale, Serra's Sanctum, Bazaar of Baghdad, and Diamond Valley. (I.e. sacrifice a Forest and get Gaea's Cradle.)

In fact, I own all of these cards and in only one single case is Gaea's Cradle the first priority for Crop Rotation. Here are a few examples using commander decks: (These do not include utility lands, such as Bojuka Bog, Cavern of Souls, nor Homeward Path.)

Commander: Lord Windgrace

Lotus Field is great for ramping with Lord Windgrace minus three ability. Cabal Coffers is fantastic for ramp. Field of the Dead provides a win condition and blockers.

Commander: Mina and Denn, Wildborn

Because of Fiery Emancipation, Valakut, the Molten Pinnacle became ridiculously overpowered. Nine damage every time a mountain enters the battlefield. Furthermore, the Scapeshift combo causes you to win the game.

Commander: The Gitrog Monster

Dakmor Salvage is the combo engine for The Gitrog Monster. Therefore searching for it, the sacrificing it to The Gitrog Monster is crucial for the deck.

Commander: Gargos, Vicious Watcher

Hall of the Bandit Lord provides haste to the hydra tribal. Reliquary Tower is necessary for cards such as Soul's Majesty and Greater Good. Nykthos, Shrine to Nyx is pretty nice with the triple green devotion from Gargos, Vicious Watcher.

Commander: Carth the Lion

Field of the Dead is way too good in Carth the Lion, because Garruk, Cursed Huntsman emblems immediately with Carth the Lion. Making at least one 5/5 zombie with trample every turn is very strong.

Commander: Maelstrom Wanderer

Sanctum of Eternity allows you to put Maelstrom Wanderer back into your hand, allowing for the on-cast trigger to happen again. High Market not only taps for mana, but allows you to send Maelstrom Wanderer back to the command zone.

Commander: Sythis, Harvest's Hand

Unfortunately, for this deck Serra's Sanctum is the best target for Crop Rotation, however Nykthos, Shrine to Nyx is a close second best target. With Sythis, Harvest's Hand you have to commit heavily to the board, so your devotion is going to be high. Field of the Dead gives blockers before you can stabilize with Sphere of Safety, Solitary Confinement, and Ghostly Prison.

Commander: Marwyn, the Nurturer

Unfortunately, for this deck Gaea's Cradle is the best target for Crop Rotation, however Wirewood Lodge is a close second best target for untapping Marwyn, the Nurturer. In fact, I found myself frequently choosing Wirewood Lodge over Gaea's Cradle because it does not draw as much threat for Strip Mine effects. Wizards of the Coast is frightfully aware of this fact and has made many cards to compensate by using creatures and enchantments: Priest of Titania, Itlimoc, Cradle of the Sun, Elvish Archdruid, and Circle of Dreams Druid.

Hope this helps clarify my stance!

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