Selesnya Sanctuary

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 .

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Printings View all

Set Rarity
Commander 2020 (C20) Common
Commander 2019 (C19) Common
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

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Legality

Format Legality
Legacy Legal
Unformat Legal
Commander / EDH Legal
Pauper EDH Legal
Pauper Legal
1v1 Commander Legal
Penny Dreadful Legal
Modern Legal
Standard Legal
Arena Legal
Block Constructed Legal
Vintage Legal
Magic Duels Legal
Casual Legal
Brawl Legal
Noble Legal
Tiny Leaders Legal
Canadian Highlander Legal
Duel Commander Legal
Highlander Legal
Leviathan Legal
Oathbreaker Legal
Pre-release Legal

Selesnya Sanctuary occurrence in decks from the last year

Latest Decks as Commander

Selesnya Sanctuary Discussion

0rc on Derevi, Holder of Lanterns

1 week ago

For the orbs?

Let’s take out Soul Herder (It’s great but we already have Thassa, which is harder to remove), and let’s take out Growth Spiral (also good, but this isn’t a lands matter/ramp deck).

Now we need a Derevi-style mana base that can play around the Orbs.

Since we will be abusing Derevi’s untap ability we should put in all of the lands we can muster that tap for 2+ mana, such as bounce lands: Azorius Chancery, Selesnya Sanctuary, Simic Growth Chamber, Lotus Field, and maybe even Growing Rites of Itlimoc  Flip if it fits your budget. You can take out the pain lands as they will not be so kind in Derevi. You can run less lands overall since theoretically you will end up with more lands in hand due to the bounce.

While we’re at it, let’s go ahead and slide Faeburrow Elder in there too...

Perfect. Now we have orbs AND a Derevi-style mana base that can play around them.

Enjoy.

Klapmeyer94 on Zacama, Primal Calamity Ramp

1 month ago

multimedia

I have definitely taken your advise into consideration! I do own quite a few of the other dual lands and will be sure to keep them in my deck. I will be purchasing Brushland, Karplusan Forest, and Ash Barrens + Naya Panorama with my next set of cards.

I have purchased: Cinder Glade Canopy Vista Gruul Turf Selesnya Sanctuary

multimedia on Zacama, Primal Calamity Ramp

1 month ago

Hey, you're welcome.

When looking at the color requirements of the cards in your deck green is overall most important therefore Forests should be the most basic lands in the manabase. A basic Forest will do a lot more for you than a basic Mountain or Plains. Can cast land ramp spells with green and they get you the other colors especially Farseek, Lore and Skyshroud if you add some dual lands that are two different land types.

My advice is rely more on dual lands for white and red than basic lands. Lantern and Dryad help a lot for color fixing, but don't want to count on having one of them every game therefore make the manabase function without them and have them as a bonus. Grand Abolisher sticks out in white. Other than him white is the least important color here and green has many sources that can help to get you white mana.

The ratio of basic lands to use really depends on what kind of manabase you want to make. You want most lands in the manabase to be able to make green mana and on a budget this means lots of Forests. A budget manabase of Check lands, Battle lands, Pain lands, Bounce lands will have more basic lands. Compare this to a more expensive manabase of more Rainbow lands, Fetch lands, Shock lands, Battlebond lands, Pain lands, Bounce lands will have less basic lands. The expensive manabase would replace some basic lands with more lands that can make more than one color.


Budget 36 land manabase example (27 green sources, 17 red, 17 white):

More expensive 36 land manabase example with less basic lands:

multimedia on Zacama, Primal Calamity Ramp

1 month ago

Hey, nice combos, everything looks good, except the manabase.

The manabase looks like an afterthought and the biggest problem with it is you need green much more than the other colors. Green in this case gives you the best access to the other colors therefore 11x Mountain is not helping the consistency of having a green source. My advice is cut many basic lands especially Mountains for dual lands especially ones that can ETB untapped turn one to make green mana for a mana dork.

Lands to consider adding:

I see Farseek, Nature's Lore and Skyshroud Claim all good land ramp spells, but not taking advantage of them. These spells can search for a dual land that's two or more different land types, but there's not a dual land like that in the manabase. Temple Garden/Stomping Ground/Sacred Foundry/Canopy Vista/Cinder Glade/Scattered Groves/Sheltered Thicket these are dual lands that the land ramp spells can search for. If budget is a concern then Vista/Glade/Groves/Thicket give you this effect and I would include all these lands especially Glade/Vista to improve the land ramp.

multimedia on Naya Token - All the tokens

2 months ago

Hey, nice budget first draft. Mystery Booster Cards was such a good product. I'm glad you got a box and you pulled Shards/Rhys which are excellent with the strategy here.

Something that Mystery Booster Cards doesn't have are lands for Commander and that's an area to consider improving. Glade and Vista are good upgrades, but also consider Command Tower and Exotic Orchard? These Rainbow lands are staples in multicolored Commander decks. Naya Panorama is the Naya Panorama which can search for a basic land. Consider cutting some basic lands for these lands as well as more dual lands to help with color fixing?

Because you have Glade and Vista then Farseek and Skyshroud Claim are improvements for land ramp since they can search for one of these lands because they're dual lands that are two different land types. Sheltered Thicket and Scattered Groves are two more budget dual lands that are two different land types.


Four of the best cards here are enchantments making Idyllic Tutor very helpful especially to get Assemble. Congregation at Dawn can tutor for any three creatures and you stack them on top of your library in any order. This creature tutor is an instant therefore you can cast it at the end step of your last opponent and then draw the first creature you tutored on your turn.

Druids' Repository is also an enchantment and it can be powerful with tokens as a repeatable source of ramp. With at least six attacking creatures and Hellkite Charger this can be infinite combat steps with Charger's trigger as long as you have at least seven creatures attacking to put seven counters on Repository. You can remove those seven counters and make seven mana to trigger Charger since you can stack all the attack triggers so that you put all the counters on Respository before you trigger Charger last to then remove the counters to make the mana.

If Rith is one of these attacking creatures and creatures you control have haste then this combo can be infinite attacks with him which also equals infinite attacking tokens since each time you trigger him if he does combat damage to a player then you make more attackers. If not using Respository for this infinite attack combo then it's just a good source of ramp with tokens.


Some other budget lands to consider adding:

Cards to consider cutting:

  • Gruul Guildgate
  • Selesnya Guildgate
  • Blossoming Sands
  • Adventurous Impulse
  • Grow from the Ashes
  • Search for Tomorrow
  • Balduvian Rage
  • Anointer Priest

Good luck with your deck.

multimedia on Cromation ($50 Mutate Voltron)

3 months ago

Hey, nice budget version. Interesting deck, bizarre deck description.

You can put Jegantha next to Cromat in the deck list by adding the CMDR tag to Jegantha in the deck editor.

1x Jegantha, the Wellspring *CMDR*

Doing it this way clearly shows that Jegantha is the companion of your deck.


Because of Jegantha's tap ability consider adding cards that can untap a creature to get more activations?

Faeburrow Elder is a very good mana dork for five colors and is also a creature you want to untap. With Cromat in your control Elder is another Jegantha. Jodah, Archmage Eternal in combination with Jegantha makes it easier to cast spells because then generic mana costs don't matter and the mana made by Jegantha lets you cast any spell. Conflux is busted with the ramp from Jegantha tutoring for five creatures with mutate.

$40 total price is below precon total prices and the manabase here is worse then a lot of precons. With 20 Forest in the manabase you're counting on Jegantha to cast spells. I know this is low budget, but you want to at least make the manabase playable without Jegantha. For low cost the Guild Bounce lands can help the manabase and have fine interaction with lots of basic lands.

Good luck with your deck.

enpc on Saffi Eriksdotter

4 months ago

Nillstan: You'd be surprised, my list was actually built for a competitive setting (which is where most of the testing came from too). While it doesn't sport the boonweaver line, it still can (and has) played turn 5 wins, which is what most competitive Saffi lists aim for and the deck is "goldfish lethal" generally by turn 4. Please don't think this is me trying to undermine you list but I don't personally buy into the turn 2 hypothetical win - while it can happen in a vacuum you need to either get a god hand or you have to mulligan much more aggressively than you would in an actual game. To some extent, this is also applicable even for turn 3-4 wins, though these start moving into the realm of actually game possible.

Ultimately the whole deck speed decision comes down to the inclusion of the boonweaver combo - adding it into the deck definitely gives you the benefit of a potentially more explosive staret and quick combo assembly. The tradeoff here is however that you end up having to devote a lot of card slots to making it viable as the primary combo in the deck. Unfortunately, a lot of these cards don't really serve much of a purpose outside of the boonweaver line. I made the call not to include the line in my list and instead devote all of the slots to card advantage instead. Yes, it makes the deck a bit slower but it also helps with consistency.

Omega505: a few recommendations I would make here:

Either add Altar of the Brood or cut Loyal Retainers. Because the Retainers/Saffi loop doesn't actually use a sac outlet, the only card in the deck which the loop currently works with is Soul of the Harvest. You could add Skullclamp (which I would recommend doing anyway) but I just don't think you need retainers.

I would also cut Selesnya Sanctuary - you run enough other ETB tapped lands and this card is just too slow for anything outside of a casual list. Personally I would also drop the Dryad Arbor. You don't run Protean Hulk, nor do you run the Skullclamp + Crucible of Worlds draw engine. You also don't have enough fetches to take advantage of Lotus Cobra properly. As for it's place in the boonweaver combo, just add Inquisitor Exarch instead. Not only does it work with Reveillark and any sac outlet, but it cuts down the number of cards required in the chain, making it overall more resilient.

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