Sentinel Totem

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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Set Rarity
Ixalan (XLN) Uncommon

Combos Browse all

Sentinel Totem

Artifact

When Sentinel Totem enters the battlefield, scry 1.

Exile Sentinel Totem: Exile all cards from all graveyards.

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Sentinel Totem Discussion

Hyperalgialysis on Black Red Vroom

23 hours ago

Night Market Lookout should be a 4 of, so should Scrapheap Scrounger and Weldfast Engineer Inventor's Apprentice. Cut it back to 22 lands, aggressive decks can run a little less. Bump it up to 4 Unlicensed Disintegration and Built to Smash. Get 4 Fleetwheel Cruiser and run them in place of the other vehicles you have 2 of each of. Then replace the last 2 artifacts with Skysovereign, Consul Flagship. Pia Nalaar would be good in here too. Also add one more solid piece of removal, Never / Return and Hour of Glory are a little more budget friendly than Fatal Push and Vraska's Contempt, Lightning Strike and Abrade are really good too. Trim it down to 60 cards using 4 of each of the cards I mentioned other than the sky sovereigns and the deck will be pretty consistent. Sideboard should be like 3 each of Sentinel Totem Duress Lay Bare the Heart By Force and Shock. This deck should be super fast this way, and it will help that you curve is lower, the only other upgrade would be to replace Untethered Express with Aethersphere Harvester or Heart of Kiran. Hope it works well for you.

pizzanui on Generic_Beef_Jr

3 days ago

Hey Beef, let me help you out with your dinosaur deck (this comment was too long to post on that particular thread, lol). I'm a relatively new player myself, but I've been playing dinosaurs in Standard since Ixalan dropped so I know my way around the tribe relatively well. Here's my two cents:

Let's start with your mana base. First and foremost, I'd take out Unknown Shores. It's just flat-out a bad card under most if not all circumstances. Luckily, there's a lot of great mana fixing in standard for dinosaurs. Unclaimed Territory is a straight upgrade, and it works very well in tribal decks such as yours. If you have a little extra money, I'd also try out the dual lands in Ixalan, specifically Rootbound Crag and Sunpetal Grove. Dual lands are great in three-color decks, and the ability to come in untapped most of the time is incredible value. I'd also put in a couple copies of Inspiring Vantage for early-game mana ramp, and maybe some of the amonkhet cycling lands to give you some more flexibility mid- to late-game (see: Sheltered Thicket, Scattered Groves). Generally yo want to aim for about 24 lands in a midrange deck like this, but I could see you maybe even going to 25 or 26 if you have cycling lands in there. It's probably better to stick to 24, but that's just food for thought.

Next, let's move on to your creatures. I'm a big fan of Kinjalli's Caller, so I'm glad to see it included, though I think you could pump it up to 3 or 4 copies relatively safely. Yes, it's just that good. A turn-1 0/3 is an excellent blocker, and it's an excellent source of mana ramp. You should also look to get your hands on 2-3 copies each of Otepec Huntmaster and Drover of the Mighty. Both are excellent sources of ramp, and both remain extremely relevant throughout the entire game, something that I can't say quite as much for Caller. On the flip side, I would completely remove Raptor Companion and Tilonalli's Knight. Neither is strictly bad, per se, but what you want to be doing is ramping into big dinos, and neither of these two cards helps you do that. I would also ditch Raptor Hatchling. Although I love the card flavorfully, it's very hard to make it work, because unless you can proc multiple enrage triggers (something that is very hard outside of a dedicated enrage deck), you're getting sub-optimal value for your 2-drop. Remember that Drover can also become a 3/3, but it ALSO generates mana!

Moving on, still taking a look at your 1- and 2-cost cards. I'd say relegate Demystify to the sideboard, if not just remove it completely. It's good at what it does, but it's so extremely situational that it's not worth playing in the main deck. Slash of Talons, too, is a great combat trick, but really not what you need. My favorite combat trick in the format is Sure Strike, and at only 1 more mana it's really hard to beat that value. Commune with Dinosaurs is an incredible card and should absolutely be run in every dino deck, so no complaints on that one. Rile is an extremely good card, and I think it flies under the radar of most, but in order to make better use of it you need more dinos with enrage. More on that later.

I see that you have one copy of Savage Stomp and two copies of Pounce. I'd say drop the pounces and stick to three copies of stomp. Consider this: Savage Stomp, in a dinosaur-centric deck, is basically just Prey Upon, except better on almost every level. It triggers enrage, gives a permanent +1/+1 buff, AND only costs one green. Not bad at all. Pounce, however, is just an objectively worse version of Prey Upon, and I have a hard time condoning its use in just about any deck, enrage or otherwise.

Ixalli's Diviner and Ixalli's Keeper should be dropped entirely. Neither is very good for our purposes. Remember, we are trying to ramp into large dinosaurs, and any card that doesn't help us do that probably shouldn't be in the deck. These two, therefore, should probably sit this one out.

Before I move on to 3-drops and above, I'd like to talk about enrage for a moment. Enrage is absolutely your best friend in dinosaur decks at the moment. You even have a few cards in your deck that interact nicely with enrage triggers, such as savage stomp. But you don't have many dinos in the deck with enrage yet. So let's fix that. My first suggestion is always going to be Ripjaw Raptor. Card draw every time it takes damage, and its beefy stats means it's almost always going to survive the damage. It's the kind of card that your opponent won't want to block, but also won't want to let through. Very, very powerful card. And thanks to Kinjalli's Caller, you'll almost never have to pay full price for it! Now that's value. It's an auto-include in my dinosaur decks, especially since these decks tend to run out of gas by the time the late game rolls around. Hey, Naya just doesn't draw cards, but with Ripjaw you can easily fix this weakness. Aside from that, I'd look at enrage triggers that buff creatures or deal damage to enemy creatures, but remember that enrage triggers that gain you life are rarely an optimal use of a card. By the time you hit the late game, you're trying to out-pace your opponent, using enrage and beefy creatures to swing in for lethal damage. If you really need life gain, Deathgorge Scavenger is the way to go, as its flexibility and easy trigger makes it a million times more reliable.

Unfortunately, in the rest of your deck, many of the cards are seriously subpar. Snapping Sailback is good, especially with your enrage shenanigans going on, but it competes with Ripjaw Raptor for the mid-cost green dino slot, and ripjaw is going to win every time. Rampaging Ferocidon is also pretty solid, but its recent banning means it's completely out of the question for this deck. I'd recommend you focus on a few big, beefy dinos and then just try to get those guys out onto the field. Regisaur Alpha is a personal favorite, as it does more work than I had ever expected it to, and Carnage Tyrant is a no-brainer. I'd recommend two copies of each, for consistency. The elder dinos in RIvals of Ixalan are really solid, but hard to justify running in a deck like this. I would, however, strongly recommend Etali, Primal Storm, if you think you can get the mana fixing and ramping to make it work. That card has the potential to end games single-handedly in only a few turns, and gives you a massive card advantage once you start swinging with it.

I would also consider cards such as Kinjalli's Sunwing for mainboard disruption shenanigans, and cards like Sentinel Totem to counter popular strategies in standard. Oh, and of course, limiting your deck to 60 cards will help immensely with consistency and speed.

In summary, you're on the right track. What I'd recommend is attending plenty of draft events (there's one every friday at a game store near you!) so you can get an idea for what makes certain cards good or bad, as well as to identify interesting card interactions and to sharpen your mastery of the game's mechanics. When you think you're ready, it's a good idea to buy individual cards that you need for your deck rather than buying planeswalker decks or booster packs, and there are lots of great websites where you can do so.

Best of luck!

munky702 on RIX Standard (B/W Vampires)

1 week ago

Sanctum Seeker and Vicious Conquistador is definitely still a must for vampires. I'd try to find a home for them somewhere. Bishop's Soldier and Yahenni, Undying Partisan would do well also in here. And I only like Yahenni mainly for fumigates. You have a massive army, and they try to bored wipe, with Yahenni out, theyd only get 1 life. Metallic mimic seems like its fitting, but I find it too fragile compared to the other options, and arguel's blood fast doesnt really help out as much as one would think. Other than that it looks great imo. Oh Sentinel Totem for sideboard for graveyard hate.

Shirubaurufu on Spicy Tuna

1 week ago

rapicho

In the original iteration (sadly, no longer available anymore) i was running 3x Nissa, Steward of Elements for the exact reason you're bringing up, though I was suggested to cut her in favor of more fish.

I'm not sure if you've read through previous comments, but River Sneak was in recently then pulled for some other stuff, can't remember what, exactly.

Now, as far the changes I proposed in my last comment, what do you suggest? You mentioned the biggest problem I have with Jadelight Ranger though Merfolk Branchwalker imo doesn't have a place in this variant.

As far as the Scavenger Grounds I do have Silent Gravestone and Sentinel Totem in the sideboard for Grave Matters decks, such as GPG and reanimate.

And what are your thoughts on adding a third color for Settle the Wreckage and maybe (like, huge maybe to the point I'm not sure if it'll go in) Anointed Procession. The Wreckage would more than likely go sideboard for MUs against aggro decks, such as WB Vamps. I'd thought about adding black for Winding Constrictor though it adds to the 2 drop slot and makes the deck slightly different in what it wants to do, rather than what I want it to do.

Alpine on Crazy Cat Lady [RIX]

1 week ago

i would take out 2 ixalan bindings and putin 2 cast outs definately add a Prowling Serpopard somewhere for shutting down control aswell as Sentinel Totem for graveyard hate in the sideboard and replace hour of revalation with Slaughter the Strong Blossoming Defense aswell somewhere

Alpine on U/G Merfolk

1 week ago

i think there are a few too many 2 drops i suggest reoving 4ish. For a Metallic Mimic and Herald of Secret Streams to work you need more Herald of Secret Streams. Think about win conditions; you have Nissa, Steward of Elements and giving a bunch of 2 drops unblockable with counters. With a lot of counters it would be wise to remove things that dont create them and contribute to your win conditions. This deck also lacks interaction with the opponent, it really depends on your meta it. Maybe some counter spells or River's Rebuke

for the side board i would add some form of graveyard have for all the enternalizing cards eg Sentinel Totem something for temur energy maybe Essence Scatter and I think hadanas climb would be a good 1/2 of but more blossoming defense than swift warden Good look

AgentJackjohn on Ultimate Double Gideon Exerting Deck

1 week ago

Your sideboard should be dependent on what your local meta consists of, however I can make some recommendations.

Solemnity is good for the energy/ +1+1 counters strategies.

Sentinel Totem and Crook of Condemnation are good graveyard hate cards for God-Pharaoh's Gift and Cycling decks.

Abrade can get rid of problematic artifacts but you should probably be running those mainboard since they're pretty versatile. Id say put in 3 of them over your Impeccable Timing and Electrify. By Force is a more budget option to deal with problematic artifacts if that's a concern. Also Lightning Strike is in standard and it might have a home in this deck.

The only other thing I could recommend is to focus more on cards you really want to play. You have alot of 1/2 ofs and that lowers the consistency of your deck. Stuff like Graceful Cat and Hyena Pack are ok, but the deck slots could be used for more Glory-Bound Initiates and Gust Walkers. That's just an example but I'm sure you get the idea. You can easily replace some cards to increase the raw power of your deck.

Overall the deck looks sweet and I wish you the best of luck tuning it!

Hyperalgialysis on jank bugs

1 week ago

Now let's make a sideboard. Keeping budget a priority run 3 Fiery Cannonade to deal with tokens, 3 Duress against control, 2 By Force for artifact heavy decks and God-Pharoah's Gift as well as 2 Sentinel Totem or Crook of Condemnation to deal with the gift and things running The Scarab God. 2 Hour of Glory is really good for any of the gods, or Final Reward if you cant get any of the hours. Then 3 Never / Return will help against planeswalkers. You may need to toy with quantities of these depending on your meta, but this would work well enough for mine and should be a decent start for you. A couple other potentially good options would be things like Doomfall Cut / Ribbons ((this should probably be in instead of Kari Zev's Expertise since it actually removes the creature and gives you some value later), Lay Bare the Heart, Lost Legacy, Dispossess and Magma Spray.

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