Selesnya Sanctuary

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Guilds of Ravnica: Guild Kit (GK1) Common
Commander 2018 (C18) Common
Iconic Masters (IMA) Uncommon
Commander 2017 (C17) Common
Commander Anthology (CM1) Common
Planechase Anthology (PCA) None
Commander 2016 (C16) Uncommon
Modern Masters 2015 Edition (MM2) Uncommon
Commander 2013 (C13) Common
Planechase 2012 Edition (PC2) Common
MTG: Commander (CMD) Common
Duel Decks: Knights vs. Dragons (DDG) Common
Ravnica: City of Guilds (RAV) Common

Combos Browse all

Selesnya Sanctuary

Land

Selesnya Sanctuary enters the battlefield tapped.

When Selesnya Sanctuary enters the battlefield, return a land you control to its owner's hand.

: Gain .

Set Price Alerts

Selesnya Sanctuary Discussion

dhannum on Marath Dino + Token + Combo

6 days ago

Selesnya Sanctuary -> Bountiful Promenade - a better dual

Sylvan Reclamation -> Wear / Tear - Cheaper and almost as flexible

Warstorm Surge -> Boros Charm - Warstorm was more for the enrage angle, which I'm moving away from, and how did I forget about Boros Charm

Cacophodon -> Phyrexian Altar - Cacophodon was another dino I was trying out, to untap double lands, but it just didn't work. And everyone knows the Altar is awesome, plus I pulled a foil :)

The rest is an attempt to lean into a superfriends subtheme

Out

Collective Unconscious

Fiery Confluence

Pyrohemia

Magmaquake

In

Ajani Unyielding

Ajani, Mentor of Heroes

Nissa, Vital Force

Nissa, Voice of Zendikar

Kiyomei on No. [[Gaddock Teeg/Hatebear Primer]]

3 weeks ago

Any reason as to why one would ever consider putting yourself a turn behind with a land like Selesnya Sanctuary ??? Just curious really as you have a "proper" mana base and then this janky slow casual land that is comparably poor when even basic lands are better than this :)...

(Synergy with orb effects is not the answer I'm looking for btw because that's a joke one can't take serious...)

While Bountiful Promenade is a thing as well!

MasterTaco on

2 months ago

So with the theme of being aggro/removal, and keeping the deck at a budget I'll try and list some budget alternatives that can be upgrades, off the cards I can think of off the top of my head. I'm also noticing a trend with +1/+1 counters so I'll consider those as well

Remove:

Arbor Colossus: He's basically an 11 cost 9/9 that removes one single flying creature

Druid of the Cowl: Two drop mana dork that can be replaced by Llanowar Elves or Elvish Mystic. Though Druid of the Cowl has more toughness, playing one of the others turn 1 helps accelerate you better.

Experiment One: Cool one drop that gives himself counters and can regenerate, but the downside is that your deck does run a lot of creatures with similar low power/toughness creatures making this hard to get passed more than 3 counters without the aid of using resources on him.

Greenwarden of Murasa: I would keep him if you can't get your hands on a Eternal Witness because 3 > 6 mana wise.

Kabira Vindicator: Level up is a cool mechanic, but having to spend 4 mana to cast him and then another 6 mana to give your creatures +1/+1 is pretty bad. Glorious Anthem would already give them +1/+1 OR you can always get Gideon, Ally of Zendikar use his -4 ability immediately and have the emblem to have an almost permanent buff to your creatures.

Knight of Cliffhaven: Same reason as Kabira, 5 mana to have a flying 2/3 is pretty meh. and 14 mana total to have a flying, vigilant 4/4 is the worst.

Sunscorch Regent may not have vigilance, but he does have flying, and gets stronger the more spells that cast as well as gaining you life.

Master of Pearls: Has to be morphed and flipped to have any real usage. Overwhelming Stampede gives your creatures trample on top of whoever has the highest power on your board.

Nekrataal: 4 drop creature version of the 2 drop Terror. Avatar of Woe may not have the etb, but she can become a 2 drop pretty easy and can destroy a creature for you each turn.

Netcaster Spider: Would just replace this with

Longshot Squad, would synergize more with the deck and grants your other creatures +1/+1

Phytotitan

Salt Road Patrol: For aggro, this card is too slow and only boost itself.

Sporemound: You don't have any mana accelerators or extra land drop enablers

Scapeshift: This spells rocks if you Golgari Rot Farm, Selesnya Sanctuary, Orzhov Basilica

Oath of Ajani: Would replace with Abzan Ascendancy, one extra mana for the same first ability, but the second ability will have more usage since you don't run any planeswalkers in the deck which makes the oath just a dead card on the field.

Zendikar's Roil: As mentioned with Sporemound, an alternative with a better landfall effect is Rampaging Baloths

Consume the Meek: This kills your commander and most of your creatures

Cards I would consider adding:

Pir, Imaginative Rascal & Hardened Scales work almost the same way your Winding Constrictor work

Cathars' Crusade: Considered a staple in most creature decks that use +1/+1 counter things

Ivorytusk Fortress: The budget version of Seedborn Muse and synergy with counters

Forgotten Ancient: Allows itself to gain more counters on it while the game continues and can move them to other creatures

Retribution of the Ancients: Great kill enchantment that revolves around +1/+1 counters

Oran-Rief, the Vastwood: Just an all around decent land that gives counters to all your creatures that entered on the same turn.

sriah001 on Uril ramp/control

2 months ago

Thanks hkhssweiss ! So I have noticed in 3-4 player EDH, if I can't draw enough mana ramp and Uril Auras in time, the board state could very well have a few 10/10 fatties and 30 artifact tokens all pumped with +X/+X. I also consistently run out of cards in hand around turn 8. I either have a opening hand full of mana ramp and lands, or some lands and great auras, but for those times when I can't win early game, I need to Day of Judgment or Constant Mists. Even if I get Uril souped up, my opponents find way to bounce/sacrifice/prevent any creatures to attack.

I am trying to find the balance of: play enough ramp/aura draw cards so then I can swing before anyone has a chance, therefore I don't need to reset the board VS take a few more turns to draw for those game-winning cards, but in trade draw a wrath that may control the board to justify my taking a few more turns. I have lost to tokens/fatties damage after swinging with Uril at one person and not able to kill ALL players, so I have found that I need some way to survive another turn and keep Uril on the field.

I am planning to buy Sylvan Library (on my SCG shopping cart), and Hunter's Insight definitely syncs with Uril swinging ANYTIME (or even a turn 1 Serra Ascendant, which I have Aura'd up turn 3-5 and won.

Sage's Reverie is conditional like Daybreak Coronet, but for , I get some card draw out of it and vanilla "+X/+X damage". At most I have seen Uril with 4-5 enchantments and I already can kill someone at that point, so I don't know if it's the best 4 mana for (at most in my situation) 4-5 cards.

Every time I think about adding the enchantresses, I can't think of what I would take out. Manalith is already covered by Darksteel Ingot, Eldrazi Conscription is win more, Boros Garrison, Selesnya Sanctuary, and Gruul Turf bounce a land, but they still produce 1 more than Rith's Grove, so maybe I'll lose the Rith's. Acidic Slime is great with the deathtouch and destroy x, so it's a good blocker AND can take back an Aura Graft'ed mana reflection.

Blessing of the Nephilim and Ethereal Armor are great vanilla damage boosters. Blessing adds a guaranteed +3/+3, while Ethereal on it's own gives +1/+1 and first strike, but will need 2 other attached auras to add the +3/+3 that Blessing gives. Now Uril isn't swinging with only an Ethereal armor, so as long as Uril has 2 other enchantments, we get the equivalent damage, AND first strike. Having both on Uril would total +9/+9 for Uril for only , but without a trample Rancor or Shield of the Oversoul, I'm not swinging for lethal yet nor getting damage past blockers.

What I do want to consider is adding in more cards that give extra combat phases like Aggravated Assault. Maybe Seize the Day or World at War since they have flashback/rebound, or Combat Celebrant since it's only , but it has to survive a turn on the field.

I recently mainboarded Sigarda, Host of Herons since I hate sacrificing an indestructible Uril, and I can always Aura up Sigarda and swing, but I may consider swapping sigarda out for Tajuru Preserver since it's cheaper for the same 'prevent sacrificing' effect and can be cast early game, but I lose a hexproof flying swinger.

I also mainboarded Pariah as an alt way to prevent/redirect damage. I slap it on an opponent's indestructible or fat creature and now they have to either destroy the aura or remove their own creature before being able to deal damage to me. I know I could run creatures that "when damage is dealt to it, do X", but I would have to have both of those cards on hand to get the benefit, and unless I made it indestructible, it's only giving me utility 1 turn. Ghostly Prison also deters tokens/weenies from swinging at me since the opponent can't pay for all of them, and mana-strapped opponents with large creatures may want to save their mana and instead swing at the other opponent. I kept an opponent from swinging his fatty at me with my Soul Snare and I had a Moment's Peace in hand for the next turn after I popped soul snare.

Any thoughts on cards I can cut/replace?

eliakimras on An Evening in with the Kings

2 months ago

It is a really great Enchantress build. Some suggestions: Copy Enchantment gives more utility. Leyline of Anticipation lets you play reactively. Burgeoning should be included, because it lets you put all lands you draw with Mesa Enchantress and friends on the battlefield - and you draw a lot in this deck. Duelist's Heritage is a great political card, since you can give double strike to your opponents' creatures to take someone out. Aura Thief+High Market combo nicely with Enchanted Evening. You may also try Solemnity. It comboes with Phyrexian Unlife (you can't die since you can't have poison counters), Lost Auramancers (that can be immediately killed with High Market to bring Decree of Silence so no one but you can play Magic), Glen Elendra Archmage (counter all noncreature spells your opponents cast), Glacial Chasm (never be attacked again), Mystic Remora (free draws throughout the game). Collective Restraint is another Propaganda effect that comboes with Shock Lands and Prismatic Omen. // Have you tried Tuvasa the Sunlit as the commander and Mind's Dilation instead of Sunbird's Invocation? Tuvasa is a enchantress and finisher on the command zone that can be recast at least 2 times before being expensive. Also, a 3-color mana base is way smoother than a 4-color one. You can even run less taplands to chain a turn 1 Wild Growth or Utopia Sprawl or Birds of Paradise or Burgeoning into a turn 2 Tuvasa the Sunlit. // If you want to stick to Kynaios and Tiro of Meletis, you can put Tuvasa the Sunlit in the 99. Fertile Ground can help you reach K&T on turn 3 (land enchantments are better than land ramp in this deck, since they can draw you cards with an enchantress even in late game). Nature's Lore also can guarantee K&T on turn 3. You might also consider Selesnya Sanctuary, Azorius Chancery and Simic Growth Chamber - K&T can put them on the battlefield at end of your turn, so you don't lose tempo. Blasphemous Act is a great boardwipe on Red. Assemble the Legion and Sacred Mesa create more tokens. Purphoros, God of the Forge, Kruphix, God of Horizons and Keranos, God of Storms are also solid.

reykon on Secret Uril

2 months ago

First of all deck is 103 cards and I'm thinking of taking the cards below off.

Naya Panorama

Selesnya Sanctuary

Ethereal Armor

Spider Umbra

Yavimaya Elder

and adding

Fertile Ground

Skyshroud Claim

I need an another card to cut for

Rishkar's Expertise

Let me know what you think.

Spirits on Kick Ass Kitty Kats

3 months ago

Hi foxes101,

Do you have a specific budget in mind, Under $40, Under $50?

I do have a $50 budget Mirri, Weatherlight Duelist which is a cat-only tribal deck, Mirri, Little Kid Aggro $50 EDH. Might find some interesting budget ideas in there.

I also have a non-budget Arahbo, Roar of the World, it's still a work-in-process, Arahbo, Xenagos... for Cats EDH

Riptide Replicator seems really awful, it requires for a cat, so your hoping it's at least 5/5 or more, which means the initial cost is =5 + = . That's a terrible conversion. I understand you want to build your board position since your cats pump each other, but Riptide Replicator is not the way to go.

Stir the Pride is way too high a CMC for it's modular (or Entwine) abilities. I would take that one out.

Bloodline Shaman I assume is trying to help the draw, which in turn kind-of helps the Bonehoard as well, so let's go with that for now, but is an Elf, not a cat. Creative budget drawing at least.

Qasali Slingers is a nice control for Artifacts and Enchantments, plus hes a 3/5 reach.

Balan, Wandering Knight might consider, but with only 13 equipment targets, understand why he's not in there.

Jazal Goldmane might be a bit better, because he's 4/4 first strike, but he can pump all the horde of cats.

Beastmaster Ascension feels like 100% necessary in this, to pump all your 1/1 token cats. I think this will be a primary goal for winning in this budget format.

Hunter's Insight is a better draw then some of the "janky" draw mechanics in budget, to a lesser degreeSoul's Majesty / Hunter's Prowess also work but are Sorcery and susceptible to instant removal.

Skyhunter Skirmisher has build in evasion and double strike (cat) if you can get him an Equipment or 2. Rancor?

Crown of Vigor is not every exciting a 1-shot +1/+1, with a static +1/+1 for 1 creature, not fantastic.

Mask of Memory might help with the draw as well.

Hungry Lynx, originally I thought this guy would be amazing, but all he does is create problems (deathtouch rats), and I've never had him successfully pump my cats before being removed. I took him out, mechanic didn't work.

Uktabi Wildcats, this guy only worthwhile if you have 5 Forest, remember, Tranquil Expanse / Selesnya Sanctuary are not forest unless they say "Forest" on them, so with a max size of 11, he's rarely going to be a 5, so no other abilities, not worth the CMC .

Do you not find you get board-wiped and that is the end? I would run at least a couple protections, like Make a Stand or Rootborn Defenses or Dusk (recur all power 2 - 19 targets right now).

Soul Snare is another janky type Condemn, always Oblivion Ring.

Whitemane Lion combos infinite with lost of , but enablers might not work in the budget. There is Infinite creature (several) enablers, Infinite Ramp enablers, etc. Him and Fleetfoot Panther run the show. Could be an interesting way to get some combo going, not sure how combos are viewed in your budget pod.

Lost Leonin can also put some infect pressure on people, but without support (like Silverblade Paladin/Ajani, Caller of the Pride/that white enchantment that gives 1 creature double strike/etc to make him a single hit kill. He's still a 2 hit-Eminence win-con though. Unless no infect allowed, he will eliminate players just with Eminence on occasion. If you can Grappling Hook him or enable doublestrike elsewise (like Raksha Golden Cub). Often he comes out early enough. It's my initial strategy in my Arahbo, Roar of the World but I use mass-creature tutor.

+1.

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Selesnya Sanctuary occurrence in decks from the last year

Modern:

All decks: 0.03%

Green: 0.18%

Commander / EDH:

All decks: 0.08%

GW (Selesnya): 0.75%

BGW (Abzan, Junk): 0.35%

RGW (Naya): 0.42%

GWU (Bant): 0.44%