Sejiri Steppe


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

Printings View all

Set Rarity
Duel Decks: Knights vs. Dragons (DDG) Common
Worldwake (WWK) Common

Combos Browse all

Sejiri Steppe


Sejiri Steppe enters the battlefield tapped.

When Sejiri Steppe enters the battlefield, target creature you control gains protection from the color of your choice until end of turn.

Tap: Add W to your mana pool.

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Sejiri Steppe Discussion

sulcatatortoise on Shadow Depths

1 month ago

Not sure if I agree with your taste of cheese burgers, but regardless of that, this seems like an awesome deck :D I'm a bit confused as to why Sejiri Steppe is included in the deck, though I can see the usefulness in it. As for the sideboard, I have found that Lost Legacy is much more powerful than it seems. If there are specific cards that counter your deck, than it is a great sideboard option if you can get it out in time, which you probably can with the Lotus Petals.This is a really cool concept. Nice job

jary on Bant KnightFall

2 months ago

Hi TheDuggernaught, welcome and thanks for the comment. I've tried Sejiri Steppe, and you're right about the defence ability and the ability to push a creature through the enemy defences, but too often the card is just plains that come into play tapped.

I have never tried Commune with the Gods, but looks very good if the deck is combo-centric, in that case Sejiri Steppe is more useful. But if I need to put a stronger combo in the deck I will go for the vizier one.

By the way which list have you played?

TheDuggernaught on Bant KnightFall

2 months ago

I would suggest Sejiri Steppe as it helps protect your Knight of the Reliquary should it be the target of a removal spell. Spell Queller obviously helps with that too, but I have also found Sejiri Steppe to be a good extra layer of redundancy as it can also act like a Kessig Wolf Run. I have also toyed around a bit with Commune with the Gods as a way to dig for Retreat to Coralhelm. I'm curious what your thoughts are on the card?

Vlasiax on

5 months ago

Thanks for advice! Let me comment on each of those:

  • Elspeth, Sun's Champion is (at least in my opinion) too mana costly. I probably need something cheaper to use it earlier in the game
  • Always Watching / Honor of the Pure - I used to have Honor in my deck, but now I prefer to throw a Knight that actually does something and now I've got even better boosts from Knight Exemplar. On the other hand Always Watching looks tempting, thanks for this suggestion :)
  • Emeria, The Sky Ruin - one of this instead of Sejiri Steppe might sound like a plan. I think I've got enough Plains to utilize this, because you can count fetchlands and Flagstones of Trokair (aka. White Fetchland) as other Plains :D
  • Godsend - I completely forgot about this card, looks promising. 3+3 cost looks awful but maybe after playtests I'll change my mind

About Light from Within - thing is, I used to use Elspeth, Knight-Errant but she gave me boost to only one creature, while Light gives a little less but to every knight I have. Also that little blocker sometimes wasn't enough so I buffed my royal army to use them as a shield, especially with spells like Brave the Elements
Anyway, thanks for help, I really appericiate that, hope you like this deck :)

Heartlesshero800 on Knights

5 months ago

I'd recommend running at least one Sejiri Steppe. If you are running Knight of the Reliquary, it's a great trick to have up your sleeve.

kamarupa on Sucker Punch

5 months ago

Assuming 4x of each spell:

A very strong Soldiers tribal here. Maybe check out my soldiers concept Colonialists?

All your creatures are White and there aren't really non-creature permanents of importance, so 4xBrave the Elements over Faith's Shield.

1-2xBrave the Sands over Serra's Blessing.

Mainboard spells to consider: Knight of the White Orchid, Journey to Nowhere, Oblivion Ring.

Lands: 20xPlains, 1-2xSejiri Steppe

I think Fiendslayer Paladin is probably mostly sideboard creature, albeit a good one. maybe 1x Mainboard.

Sideboard considerations: Aegis of the Gods, Revoke Existence, Sanctimony, Elixir of Immortality, Pithing Needle.

Chino90 on Evergrowing Plants [Landfall]

6 months ago

Knight of the Reliquary.

Also, you may be interested in adding lands that have etb effects, like those from both zendikar blocks. For example, Sejiri Steppe, Oran-Rief, the Vastwood, Gavony Township or Blighted Woodland, and Ghost Quarter for the sideboard.

greatdevourer on All Hands on Deck

7 months ago

Let me start by saying that I think you have a great theme and you've done a great job of sticking to your theme elements.After going over your list, here's the recommendations that I think might help you.

Cards to take out (to get down to 100):
Golem Foundry is just a weak card. It is kinda nice getting a golem token for casting 3 artifacts, but I've never been happy playing that card. It always ends up feeling like a waste of board space.
Metalwork Colossus is really nice, but with all of the vehicles and other creatures, it seems kinda mana intensive and you're not really working on a sacrificing artifact theme.
Blinkmoth Urn is symetrical, meaning it helps you opponents as much as it helps you. Yes, you may have more artifacts than them, but do you really want to give your opponents free mana? And they get that free mana before you do.
Darksteel Juggernaut is a great card in a draft, or in another deck where you're primarily focused on attacking each turn. But the requirement of attacking each turn makes this card feel like it doesn't fit.
Sram's Expertise is cute, and I understand why it is in the deck but a few 1/1 tokens seems kinda weak for this deck.
Chief of the Foundry helps out the vehicles, but not the dwarves.

Those initial cuts gets you down to the 100 cards for Commander. Now to make the deck a bit stonger.
These changes might help make your deck more resilient againt various opponents. Obviously, you'll need to temper these recommendations with your collection, budget, and local metagame.

I'll start with lands. Nine (9) out, Nine (9) in.
Take out:
Spinerock Knoll, Better in a combo deck.
Shinka, the Bloodsoaked Keep, Not enough legends
Wind-Scarred Crag, Boros Guildgate, and Stone Quarry come into play tapped. You have too many lands that come into play tapped and it slows you down.
Drifting Meadow, Forgotten Cave, Secluded Steppe, Smoldering Crater, the cycle lands are nice in a deck with lots of graveyard recursion or when you're focused on cycling cards. But you're deck isn't set up for those things and these are just more lands that enter the battlefield tapped and slow you down.
Kabira Crossroads for it. The 2 life usually isn't enough in Commander games to make a big different.

Put in:
4 Plains
2 Mountain
Sejiri Steppe is something to consider. And the Boros Garrison makes it better.
Move the Rugged Prairie and Sacred Foundry to the mainboard from your maybe board.
Don't ignore the plain old basic lands. Even if you just use a couple of each. You never know when an opponet will play a "Every seach for a basic land" card and you're left out of the party.

I would also consider Holdout Settlement and Springleaf Drum to help take advantage of Depala, Pilot Exemplar's ability to load your hand with creatures and vehicles. Remember that you can tap a creature with summoning sickness to activate the Settlement or the Drum since you aren't activating the creature's ability.
Lightning Greaves is a tough card to consider. Yes, it is a great card. But does it really help that much? You aren't themed around equipment. I would drop in in favor of something that helps more often.

One-shot effects like Built to Last and Built to Smash are not really good in a multiplayer game.

I hope these suggestions help give you some ideas. Let me know what you think. Feel free to look over my decks and let me know what you think of the suggestions.

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