Sanctum of Ugin

Sanctum of Ugin

Land

: Add to your mana pool.

Whenever you cast a colorless spell with converted mana cost 7 or greater, you may sacrifice Sanctum of Ugin. If you do, search your library for a colorless creature card, reveal it, put it into your hand, then shuffle your library.

Browse Alters View at Gatherer

Trade

Have (3) abby315 , metalmagic , shmoofidoo
Want (0)

Printings View all

Set Rarity
Battle for Zendikar (BFZ) Rare

Combos Browse all

Legality

Format Legality
Block Constructed Legal
Frontier Legal
Pioneer Legal
Duel Commander Legal
Canadian Highlander Legal
Vintage Legal
Casual Legal
Highlander Legal
1v1 Commander Legal
Oathbreaker Legal
Modern Legal
2019-10-04 Legal
Unformat Legal
Magic Duels Legal
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal
Leviathan Legal

Sanctum of Ugin occurrence in decks from the last year

Modern:

All decks: 0.1%

Green: 2.44%

Commander / EDH:

All decks: 0.02%

Sanctum of Ugin Discussion

Profet93 on What are your favorite underused, ...

6 days ago

Omniscience_is_life

Not at all! I have little ego, if I can get an opportunity to learn and someone is nice enough to politefully inform me I was wrong, I need to thank them, not get mad at them!

To add onto the conversation, I think Rude Awakening and Sanctum of Ugin should not be overlooked. Sanctum is nice because it allows tutoring for any deck so long as they have a large colorless card.

Rude awakening is just bonkers. Can be used a regular ritual, a ritual on steroid with cradle (although this is a budget discussion so no go), a wincon on it's own right and an amazing draw source with Shamanic Revelation. I use it in Azusa to ramp even harder! :)

Spell_Slam on Rakdos, Lord's Downward Spiral

2 months ago

Hi jpermar. Thanks for getting back to me in such detail. I will try to explain my choices a bit better and suggest what to cut.

For Sanctum of Ugin, it's not about what tutor to swap out for it. It's a tutor on a land, meaning you get extra value out of it for very little investment of your deck space. You can take out a land for it. Being able to Tutor for free for something like Void Winnower or Ulamog after playing a Walking Ballista or some eldrazi is so back-breaking and is often game over.

I totally hear you when it comes to cheap enablers. My own deck has no enablers over the cost of 3. I used to run pretty much exclusively pingers, but I've found that combat is more reliable at getting in damage than people think. That's why I play Bitterblossom as an enabler slot. It can start hitting for damage on turn 4 (early enough for Rakdos) and it's very hard to deal with permanently, since the tokens keep coming. Not only is this a great and reliable enabler, but it also serves as a growing source of damage that can get out of control quickly. I would cut either Fanatical Firebrand, Goblin Fireslinger or Lobber Crew for it.

In the same vein, Insolent Neonate has been a very reliable way to get in damage while also never being a dead card by replacing himself.

I would definitely play Bloodgift Demon over something like Theatre of Horrors or Ancient Craving. 5 power in the air for only 5 mana is a great deal (that can enable Rakdos) and it has the potential to draw you tons of cards over the course of a few turns. I've had many games where the opponent dealt with my pinger or Rakdos, leaving me with fatties I couldn't play. The 5 mana for Bloodgift Demon is easy to get to and allows you to get back into the game by being a fat, flying, card-drawing body.

I hope you found this useful!

jpermar on Rakdos, Lord's Downward Spiral

2 months ago

Hi Spell_Slam. You made some great points about your suggested cards. I've had to think quite about each pick to decide if my current selection of cards is better for each one you recommended. Here are my thoughts:

  • Sanctum of Ugin is a very narrow tutor with very specific conditions and a very specific set of cards it can find. I currently run the following four tutors that can find any card: Demonic Tutor, Gamble, Rune-Scarred Demon, and Vampiric Tutor. I think these are better choices for a tutor slot.
  • I agree with you on Bedevil. It's already in the deck :)
  • For "enablers" (cards that help you cast your commander), I prefer straight up guaranteed damage on a card to the repeatable but also conditional damage that Retreat to Hagra offers. The same thinking applies to Bitterblossom. In particular, I've deliberately built my version to be as fast as possible (the MTG concept of tempo is in play here). So I'm wary of waiting a turn for anything to happen with these cards. Considering I only need one point of damage to an opponent to cast my commander, I'd rather cast a card that can immediately enable Rakdos, Lord of Riots to hit the field.
  • What's interesting about Bloodgift Demon is that it does multiple things but does those things worse than other cards. Realistically, I'm not going to give an opponent a card for 1 damage to them, so of course I'll be drawing the cards. Thus, in terms of drawing cards it reads "3BB: draw a card next turn and take 1 point of damage". Which doesn't sound that great. Obviously it's also a flying creature and therefore can get the damage needed for our commander. But so can Fanatical Firebrand but it's just 1 mana. For these reasons, I had a hard time justifying Bloodgift Demon in the deck (I've previously played it so I have experience with it). I'm not saying "I'm right" here, just that I've found tjhe deck to be much smoother with low-cmc enablers and high-cmc finishers. The midrange costs of 4, 5, 6 mana are tough slots to fill and REALLY need to justify themselves. This is also the thinking behind me leaving Solemn Simulacrum on the sidelines.
  • Regarding Wheel of Fortune and Reforge the Soul, I definitely get what you're saying. I can't say you're wrong at all. For me, this comes down to personal preference. I can't tell you how bad it feels to draw 7 and get not much of anything I need while giving my opponents 21 cards to choose from. I'd rather let my opponents do the work to draw their own cards rather than hand them answers to my board state.

Thanks for your comments. I'm definitely open to further discussion about your suggestions. In particular, if you can recommend cards I might remove to put in the cards you suggested, I think that would help facilitate future discussion. It's find that it's easy to suggest cards but much harder to suggest specific swaps, as often the swap doesn't look so good once you realize what's coming out of the deck.

Spell_Slam on Rakdos, Lord's Downward Spiral

3 months ago

I've got my own Rakdos deck. It's my favourite!

Sanctum of Ugin is an excellent land to have, since it often means dropping multiple fatties in the same turn. Having many colourless lands can make it difficult to cast Rakdos, but it's very much worth it with this land.

I eventually cut my Terminate for Bedevil and haven't looked back. The extra mana is well worth the flexibility.

Bitterblossom is an excellent source of evasive creatures to be able to cast Rakdos repeatedly. It gives you tons of chump blockers and eventually an army all on its own.

Retreat to Hagra is also a great way to get Rakdos into play by just playing lands. It also gives you a bit of life back and can also pump up some creatures and give them deathtouch occasionally.

I would cut some of your worse card draw spells for Bloodgift Demon. It's another copy of Phyrexian Arena and can also fly in and attack for 5. It also benefits from the Rakdos discount while also remaining playable in the mid game on its own.

Wheel of Fortune and Reforge the Soul are also excellent draw spells. I usually get way more out of it than my opponents do, especially when I can dump my hand, draw a new seven, then dump my hand again.

No Solemn Simulacrum in this deck? It's great when you can cast it for free off Rakdos and it can occasionally get in for some damage to help cast him.

I tried to optimize my deck to get Rakdos out as early as possible (turn 4, sometimes 3). I also run more traditional "pingers" because I have a deathtouch sub-theme as part of my removal suite. Other than that, our lists are really similar. Check it out here

5dollarMTG on Emerge Eldrazi v1

3 months ago

Hey ConstantVigilance. Cool deck! I've never built around the emerge mechanic before, but it looks like fun. Here are a few initial thoughts.

First, if you want to keep this as budget as possible, I'd recommend sticking to just two colors. Otherwise, all the tap lands can really slow things down. In this case, I that would probably mean dropping black - this would mean giving up Abundant Maw and Mindbender, but that doesn't seem like much of a loss. That would also allow you to run something like Sanctum of Ugin which would help you chain together multiple copies of Elder Deep-Fiend - probably the best thing you can do.

Second, I think you need some interaction early in the game to help you get to your big creatures. If you stick with black, Doom Blade is a super cheap option. If you drop black, you could run a playset of something like Unsummon - which you could also use later in the game to replay your Elder Deep-Fiend. It also wouldn't hurt to have a couple copies of Negate around for early game interaction and late game protection.

Third, for your big creatures, I would try to play a full playset of the very best options - Elder Deep-Fiend, Wretched Gryff, and maybe two copies of Conduit of Ruin. Cards like Vexing Scuttler and It of the Horrid Swarm don't seem nearly as good to me.

Last up: I can see what you're trying to do with the Stichwings, but that's such a high price to pay to get then back! I would probably drop all of them, along with the Bloodbriar, and focus on cards that give you immediate value when they enter or leave the battlefield - Blisterpod, Nest Invader, Foul Emissary, etc. (Or, if you don't care about sticking to eldrazi, you could run card draw pieces like Elvish Visionary, Feral Prowler or Floating-Dream Zubera.) In general, I would try to focus on ramp and card draw, rather than recursion. That's my thought anyway.

Best of luck!

lgdlord56 on deep dregde

5 months ago

Yeah instead of closing the game with Driven to Dispair usually the games end with Elder Deep-Fiend sac Sanctum of Ugin to get Decimator of the Provinces

Load more