Creatures and lands you control have shroud. (They can't be the targets of spells or abilities.)
When a creature you control attacks, sacrifice Spiritual Asylum.
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Spiritual Asylum Discussion
6 days ago
@rob_kittenz The deck is a bit strange so I'll try to explain it as best I can. The goal of the deck is to set up situations that allow you to benefit from skipping your turn, to put it a bit simpler you know your winning when you can completely remove yourself from the game. Set up cards like Mystic Remora, Spiritual Asylum, and Sulfuric Vortex then use your turn skipping effects to dodge the negative edge of those cards. I hope this explanation helps, its about the best i can muster, the deck seems very counterintuitive at first glance but after you get the hang of setting up your effects its really fun to pilot. :)
1 month ago
This is a big improvement, but I did some playtests and I almost always start missing land drops after turn 3 or 4, unless I get Land Tax or Weathered Wayfarer. In one particularly frustrating game, I had Solemn Simulacrum in hand, but was unable to get above 3 mana by turn 6, so he never saw play. In another game, I had the same scenario with Gilded Lotus.
These are some cards I think you could cut to speed things up, either by replacing them with lands and rocks, or with more efficient cards.
Debtors' Knell: It costs so much, and does nothing until your next turn (making it wide open for removal.) It's also your most expensive card, yet it isn't central to your winning strategy. In my experience, this card is only good if you can cheat it onto the battlefield. At 7 mana, I'd much rather have Rise of the Dark Realms for two more and just call it a day.
Ob Nixilis of the Black Oath: I don't see how any of his abilities are super relevant. In most cases, the net result of casting him is that you get a vanilla 5/5 flyer for 5 mana. That's not great.
Liliana Vess: 5 mana for a tutor that puts something on top of your library. You can do better. With so few creatures, you shouldn't expect any planeswalkers to last more than one go around the table, so they need to be able to do big things the same turn you play them, like Sorin Markov.
Athreos, God of Passage: You don't have many creatures. The ones you do are pretty much all bombs, so your opponents will just pay to keep them in your yard. I can see him maybe draining for 6 life in a game, which is okay, but it's not spectacular.
Norn's Annex: This card can buy you some time, but it's the weakest pillow fort card you have.
I highly recommend going up to at least 37 lands and 6 rocks. As it stands here, you will rarely be able to play more than one spell per turn with this curve, which is important when you want to set up two-piece combos like Sanguine Bond + Exquisite Blood.
Also, you have very little draw here. I'm counting Phyrexian Arena, Greed, and Erebos, God of the Dead, and that's it. You have great ways of tutoring out Necropotence. I would recommend adding that. If you can keep your hand full, you won't need to replicate your efforts with so many copies of cards that have similar effects.
Lastly, I would recommend adding Expedition Map to help you set up Urborg/Coffers.
4 months ago
+1, looks like fun. A Spiritual Asylum seems like it would fit well.
5 months ago
Mana rocks are great in edh. Missed the fact that you were short a sol ring before but that and other cheap accelerants should be included. It also probably doesnt help that you have a bit of a low land count. I'd be tempted to add another couple lands if you can find the room.
I'd be careful with scroll rack. Unless you have shuffle effects or cards that care about the top of your library, i'm not a huge fan of it. If you really wanted to include it, i would at minimum cut some plains and replace them with white fetchlands (Flooded Strand/Arid Mesa/Windswept Heath/Marsh Flats).Otherwise you put cards you dont want back but then unless you constantly invest mana into it every turn, you will keep drawing cards you don't need at the time. It's also bad if you don't have many cards in hand. and mono white decks more than any other color have trouble keeping a high hand count. That having been said, it's pretty busted if you get both it and Land Tax out at the same time
Anyways as for cuts:
getting a mikokoro in is easy, just cut a plains
Oath of Lieges: a slow land tax that often helps your opponents is not ideal
Spiritual Asylum, they can still attack you and oftentimes it doesnt do as much as it looks like it would
Devout Chaplain as you need both this card and 2 other humans i might be worried about how often it's useful
Resolute Archangel with all the lifegain you have, the ability shouldnt be triggering that often
That's not all the cuts you need to make but those are the ones that jump out at me
6 months ago
NarejED, thegigibeast I have updated my Zedruu the Greathearted deck once again. Acutally every time I get advice I always think damn what can I change, but this time I actually like my changes for the better and gives it another win condition and lowered the average CMC at the same time.
Yest again, I submit the deck to you for approval Zedr(YOU), Zed(WHAT). Thank you very much, each time I do this I learn more cards an more about my own deck.
6 months ago
@ZomBee_Hunt: There are still a lot of cards that just don't have a place in a competitive build. I know Enduring Ideal is one of your primary win conditions, but it's no justication to run so many unplayable cards like Spiritual Asylum, Psychic Surgery, Lightmine Field, etc. Plus Ideal doesn't appear to function any more since you removed one of the key lockdown pieces: Dovescape, which combos with Humility and an attack preventer to form a true lock. The deck has definitely improved a lot since you first submitted it, but I still don't feel it's an accurate representation of what a competitive Zedruu deck should look like. I'm confident that if you keep working at it and looking at competitively built decks, you'll get there eventually though.
Keep up the good work!
7 months ago
You can always run Null Rod also and that shuts down memnarch completely.
8 months ago
There are a few other enchantments that are solid. If your willing to splash some white/green duals Sterling Grove is solid for enchantment protection. Aegis of Honor will stop bullshit direct damage spells.Spiritual Asylum will protect your creatures and lands.Kismet and Blind Obedience are nice for making things enter tapped and your detain can keep them tapped.Karmic Justice is nice for punishing spells that do get through and get rid of things you need.Nevermore is good for stopping things from killing Gideon flat out like Hero's Downfall and Vampire Hexmage and lastly Privileged Position would be great to protect everything you have period. as for creature tokens there are only a handful that reliably give tokens like Phelddagrif and the land you have and Varchild's War-Riders unless you use things to bounce a creatures in and out of play to make use of cards like Hunted Phantasm and other Hunted cards.