Sylvan Safekeeper

Sylvan Safekeeper

Creature — Human Wizard

Sacrifice a land: Target creature you control gains shroud until end of turn. (It can't be the target of spells or abilities.)

Browse Alters View at Gatherer

Trade

Have (2) metalmagic , Forkbeard
Want (4) gdonner6 , TobbyMuchWow , CheekySofie , Samskinburg

Printings View all

Set Rarity
Commander Anthology (CM1) Rare
Commander 2014 (C14) Rare
Judgment (JUD) Rare

Combos Browse all

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Canadian Highlander Legal
Highlander Legal
Oathbreaker Legal
Leviathan Legal
Unformat Legal
Casual Legal
Legacy Legal
Limited Legal
Custom Legal
1v1 Commander Legal
Commander / EDH Legal
2019-10-04 Legal
Tiny Leaders Legal

Sylvan Safekeeper occurrence in decks from the last year

Latest Decks as Commander

Sylvan Safekeeper Discussion

bantrules12 on Kinnan, Combo Prodigy

1 week ago

I feel like Metallic Mimic needs to come out there are so many better options like Prophet of Distortion I would also replace Sylvan Safekeeper with Force of Negation just personal choice on my end I dont know the meta you play in

RNR_Gaming on Here, have a mountain

2 weeks ago

Theres an article on edhrec about him. It was running this janky combo Amulet of Vigor + Mirrorpool + Splendid Reclamation + Sunscorched Desert with a land sac outlets Zuran Orb and Sylvan Safekeeper - lots of moving parts but fairly easy to assemble with Scapeshift and a little luck.

goldlion on Yarok, Landlubber

3 weeks ago

Sylvan Safekeeper would be a must in here, especially with the loam package. I personally—with my play style—would take out rampaging baloths for it. It's a more obvious red flag card that draws attention to you and Yarok, while Safekeeper will give you the time to value out and drop Ob Nixilis, the Fallen.

I also feel it'd be a crime to not run Tatyova, Benthic Druid especially as she'll draw you into your protection while you're doing your thing.

Maybe pull out Jadelight and throw in another counterspell or a Heroic Intervention. It doesn't strike me has a strong midrange edh card.

Frank_Glascock on Xyris wheels tribal

1 month ago

then_do_it_again, great list. I had a few questions. I hope this is an exceptable place to ask them.

Could Magus of the Wheel be Jace's Archivist? Could either of these cards take the place of Jace, Vryn's Prodigy  Flip? A better question is how often are you playing a wheel out of your graveyard with Jace's ability?

Explore seems very underwhelming in this list. What could you play in its place? Would either Three Visits, Sylvan Safekeeper, or Worldly Tutor be acceptable?

Do you primary save Finale of Devastation until you can cast it for X at 10 or greater?

How often does Molten Psyche's Metalcraft ability(?) occur and is this the sneaky wincon that it appears to be?

I play in a spot removal heavy meta. Have you had issues keeping Xyris, the Writhing Storm on the board? I see you have some protection but it looks like ultimately you just produce so much mana that recasting him (it?) over and over again is the solution. Am I correct?

I always ask this last question of deckbuilder's that I respect and you are definitely one of those. Which card if any on this list is close to being cut?

VexenX on [[Primer v3.5]] - OM_RATH!!! (M21 Update!!!)

1 month ago

Sorry for the delay with this post, and the pending update. My wife and I just welcomed a new addition to our home, so needless to say things have been a bit busy. I will also be moving to a new house next week so It might be a week or two before I get to the update. For now I will at least give you my thought on the comments, as well as the deck changes that I have landed on!

I think I will start with the changes that you will see in the update because that is the core of the conversation right now.

  • Force of Vigor OUT FOR Ancient Greenwarden - Although removing Force is going to upset some people, I have been generally underwhelmed by the card. Sure, free removal sounds great but I generally play this deck in a turbo aggressive way. Sure, Force might be a better card, but doesn't really follow the way I have constructed the deck.

  • Return of the Wildspeaker OUT FOR Valakut Exploration - This appears to be a clean card-draw upgrade to me. Although this new inclusion might not be the great card draw in the deck, I do think I will feel right at home here.

  • Steely Resolve OUT FOR Nahiri's Lithoforming - With this update the deck will now have 17 total creatures, and 4 different cards to tutor them out. With that being said, Steely Resolve has turned into a dead card next to Sylvan Safekeeper, who can be tutored out very easily. Adding in Nahiri's Lithoforming was a no-brainer to me. Sure, it is a "bad" Scapeshift, that still makes is a really good card.

  • Ranger's Path OUT FOR Three Visits - I know, about time! The only complaint I expect to hear is why I didn't cut Migration Path instead. The simple answer is because I think the added cycle is better then being able to find my non-basics. Shoot me lol.

  • Myriad Landscape OUT FOR Field of the Dead - Another overdue change. The value behind a hoard of "free" expendable tokens is just nuts. Whoever at Wizards though it would be ok to put this kind of value on a land has my thanks!

  • Mountain OUT FOR Snow-Covered Mountain - Goes along with adding Field of the Dead. I don't see the need to split the count of basics in half, all that Field cares about is have different names, and this deck ramps out basics enough that finding the snows will never be a problem.

  • Forest OUT FOR Snow-Covered Forest - Same as above.

  • Perilous Forays OUT FOR Moraug, Fury of Akoum/Valakut Awakening  Flip - Easily the biggest controversy right now. I think I can fairly say that no card in this deck has more of a conflicting argument on both sides of cutting and keeping a card in the deck then Perilous Forays. Some people wonder why it has lasted in my list so long, while others are baffled by the fact that I am removing it. That being said, I will give you my opinion this "iconic" Om_rath card. First, it is a sac outlet in a color combo that has few. Although this argument has merit, that is not why the card was in the deck. The reason the card stayed so long was the "feel good" of being able to sac Om_rath tokens over and over again while netting more and more tapped basic lands. The christmas land is when either Lotus Cobra or Amulet of Vigor were in play! Although I pulled this off a few times, it rarely won me a game. Second, the spell cost 5 cmc. This is the biggest draw back for me, it is a 5cmc spell that does nothing for me until I have 2-4 other cards in play. Third, paying 1 mana for the sac ability nerfs that card considerably. Yes, it would be broken if it was free, but there are plenty of free sac outlets that cost less mana. All of this being said, Perilous Forays is sitting the bench and is being slotted in as my playtesting spot. Essentially I like the look of both Moraug, Fury of Akoum and Valakut Awakening  Flip, but I am not in love with either on the surface. And before anyone else say it, no I do not think I can take out a land for Valakut Awakening  Flip, mainly because it cannot be fetched out. Moraug, Fury of Akoum seems amazing on the surface, but the deck has mainly stepped away from winning through combat. Ill let you know how testing turns out!

With all of this being said, Zendikar Rising has been an amazing set for us! The main problem is that the deck list is insanely tight now! Making cuts in the future is going to be a real headache! Also, the creature count is reaching a record number for us! If Wizards gives us a couple more creatures it might be worth considering different cards. Also, many of you likely noticed that I decided not to cut Genesis Wave, it has won me far to many games, and you guys talked me out of it haha.

Now for some of the comments that I didn't already address with my deck changes.

BenWin: I have to be honest, the Sekki, Seasons' Guide combo does not interest me at all. I don't like combos that include dead cards when you draw into them. I also am not a big fan of infinite combos, and my meta isn't either. Nevertheless, I definitely this the combo is powerful and you should add it to your list if it is your thing!

I think Skullclamp thrives more in decks that make small creatures that die on equipping. Having to rely on another card makes it much weaker.

Sylvan Scrying likely won't be coming back. Sure, is is nice to find Cradle, but I don't need it to win the game, or any other land for that matter. I have almost considered removing more non-basics to increase to total basic land in the deck. I haven't gotten to that point get though.

This might cause an uproar, but Sensei's Divining Top is overrated in my opinion. It is amazing in the right deck, but way to many people play it as the greatest draw card ever (maybe it is for Red and White decks). I have taken mine out of most of my decks and been trading them away at their overpriced $50 price tag little by little lol.

Daedalus19876: The Ashaya, Soul of the Wild combo falls under the same concept as the Sekki, Seasons' Guide combo for me. I think you could easily turn this deck into the Tooth and Nail and I win deck, but that is not what I am really aiming for here. If you build that type of deck fill free to post it here and share! I would definitely like to see how that looks!

_Arra_: I think Lithoform Engine is a good card an all, but not at all what this deck wants. This deck thrives off of the mass amount of triggers and activations we get, and doubling a single one will really not do much for us. All we need to do instead is pay an additional land.

TraceT: I actually do think Scute Swarm is right at home in this deck, but is unfortunately under the power threshold to even be considered for this build. I say play it if you think it would be fun and let us know how it goes! the same kind of goes for Impact Tremors, the right deck, but not quite powerful enough.

I think I got to everyone's comments! I will make sure to post the update ASAP. I start packing for the move tomorrow and should be all settled by next Sunday. Until then please let me know what you think about the upcoming changes, and I am grateful for all the support!

_Arra_ on [[Primer v3.5]] - OM_RATH!!! (M21 Update!!!)

1 month ago

elk88 honestly, I do not watch the command zone and the few episodes I had watched they seem to play pretty casual decks. If you want to make this deck more competitive it needs more interaction and likely a bunch of dorks and stax pieces to stall out our opponents until we hit 7mana. However, we're more on being crazy value engine. Omnath is integral to our plan and winning without him means we have only a few lines. As I said previously I didn't run Steely Resolve for a long time but have always been an ardent Sylvan Safekeeper advocate. Ultimately, cut what you think will make your playing experience more fun.

I have played both Friday night and all day Saturday this week and can honestly say that Valakut Exploration and Ancient Greenwarden have been super powerful. The sudo card draw from Valakut Exploration has been insane and the damage to all opponents has been amazing, I regularly hit the table to 10+ damage from Valakut Exploration alone. The addition of Field of the Dead has also been fantastic. I have either used the zombie tokens as free mana with Ashnod's Altar or as Shocks from Warstorm Surge/Terror of the Peaks. Valakut Awakening  Flip was countered the 2 times I tried to resolve it. Other players have commented on how much more powerful the deck seems with the new additions.

elk88 on [[Primer v3.5]] - OM_RATH!!! (M21 Update!!!)

2 months ago

@_Arra_ I think the idea here is making room for more powerful/synergistic cards and keeping the deck focused. Steely Resolve is a nice card against targeted effects but realistically that targeting is all aimed at Omnath, Locus of Rage (yeah there's exceptions but you want to build for the 80 vs. the 20 rule). Games are typically lasting...6-12 turns? How much 'targeting' in that game do we have to fade? If we use something like the Command Zone 'guideline' for deck building as a rough starting estimate, they suggest a minimum 5 of 99 cards for targeted removal in a deck and then we have x3 players. There are games where variance isn't going to be in our favor and we're facing a lot of removal but on average it's only a couple of key cards/turns we need to address (and that's excluding board wipes which we don't mind too much and also other players being threats and the removal going elsewhere).

Since the odds of drawing Steely Resolve are quite low, how are you doing in all the other games without it? Then we should look at those key cards/key plays that turned a game or won a game. How often was that actually Steely Resolve? (it's tough to evaluate since we don't know our opponents hands and how much targeting we stopped other than what you see on the board). Not to mention that Steely Resolve is a global effect and on the rare occasion can backfire when we're trying to deal with the other player's board states vs. their life totals (learned this the hard way playing against a Titania, Protector of Argoth deck).

There's definitely the argument that without Omnath, the deck doesn't function and finding ways to keep it in play is great. If that's the mind set though, then I would imagine the focus should probably shift more to include things like artifact booties and other interaction (Heroic Intervention, Deflecting Swat, Veil of Summer etc etc) to keep Omnath in play. But; if you're like me, I find I can usually just ramp more to get back on the board/ back in the game or; as I mentioned, timely tutor for Sylvan Safekeeper for that key interaction. Honestly if there was a way to tutor for Resolve, I think it's value would go way up. I just feel that the game plan (as I play it) is about speed/ramp and getting the game closed out quickly vs. staying alive for the long game. That to me says Resolve has diminishing returns with the focus of the deck. In the end though, all this rationalization comes down to power level. We're looking for cards to cut that don't hurt the overall game plan and give us a slot for something like Ancient Greenwarden or Nahiri's Lithoforming which; in comparison, are much stronger additions to the deck. Room has to be made somewhere and I believe Steely Resolve is one of those cuts.

Load more