Arcane Sanctum

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Arcane Sanctum

Land

Arcane Sanctum enters the battlefield tapped.

: Add , or .

Alesamuel on Jodah Big Spell

7 months ago

I would recommend some of the Eldrazi titans, such as Kozilek, Butcher of Truth, Ulamog, the Ceaseless Hunger as some big top end bombs. Some ramp creatures wouldn't go amiss either, such as Birds of Paradise, and Dryad of the Ilysian Grove.

In terms of Instants, Sorceries, and Enchantments, getting some more of the Ultimatum cycle (Brilliant Ultimatum, Cruel Ultimatum, Emergent Ultimatum) might be a good idea, and Sunbird's Invocation would be a good idea too if you are casting such big CMC cards.

Another recommended addition would be Nicol Bolas, God-Pharaoh as it is just a straight up good card for the colour and big mana theme.

I'd recommend replacing the tapped tri-lands (Arcane Sanctum, Crumbling Necropolis, Frontier Bivouac, Jungle Shrine, Mystic Monastery, Nomad Outpost, Opulent Palace, Sandsteppe Citadel, Savage Lands, and Seaside Citadel) with the shock land cycle (Blood Crypt, Breeding Pool, Godless Shrine, Hallowed Fountain, Overgrown Tomb, Sacred Foundry, Steam Vents, Stomping Ground, Temple Garden, and Watery Grave) as they are easier to fetch for or find with ramp spells.

Final notes: Give the deck a little more of a creature focus, having as few as you have right now you'll find there is very little to hit with your reanimation, but other then that, good job on the first draft! looking forward to see how it plays out!

chivalruse on Dakkon Blackblade Voltron

9 months ago

-1 Evolving Wilds -1 Terramorphic Expanse +1 Path of Ancestry +1 Arcane Sanctum

Strictly better since deck thinning isn't real, and you're not benefitting from landfall triggers.

-1 Haunted Cloak +1 Shadowspear or Kaldra Compleat

Cloak is pretty underwhelming. If you really want the haste, there's Lightning Greaves too.

-1 Dakkon Blackblade +1 Kamiz, Obscura Oculus

Kamiz is just a better card that gives evasion and can't be attacked by creatures.

Gidgetimer on Nonbasic Outcasts

11 months ago

Metroid_Hybrid: I realize that no one said that they were good. Maybe I should have articulated my point a little better. The tempo loss from returning a land to your hand I feel is so bad that not only would I put The tapped tri-lands (Arcane Sanctum) above them, I would also rather play Rupture Spire, Transguild Promenade, Archway Commons, Gateway Plaza, Path of Ancestry in even a non-tribal deck, the vivids (Vivid Creek), Evolving Wilds, Terramorphic Expanse, panoramas (Esper Panorama), tapped 2 color lands, and even Ravnica bounces since they make 2 mana. Even as a budget tri-land I feel they are outclassed by a mile.

The point about a landfall deck is a good one though, assuming that you are generating enough extra land drops that you are limited by lands in hand.

FelixCarter on You'll be Najello after I'm done with you

1 year ago

Cryptolith Rite, Nature's Will, Druids' Repository, and [Bear Umbra] will give repeatable combats. Nature's Will is a bit expensive, so keep Song of Freyalise instead. You can remove Battle for Bretagard, Goblin War Drums, and Mask of Avacyn to use the other three enchantments if repeatable combats is your goal. Otherwise, here are some other great additions:

Cathars' Crusade will make HUGE creatures very quickly. Brave the Sands gives the vigilance needed to take advantage of Cryptolith Rite or have blockers. Impact Tremors will cause lots of pain over time. Raiders' Spoils card draw on steroids. Something you are SORELY lacking.

Kaya, Geist Hunter a great addition that will mostly be used for her -2 ability. Rhythm of the Wild is a good card to be replaced since most of your creatures will be tokens, anyways. If you don't go with Kaya, Cathars' Crusade would probably be a better replacement for Rhythm of the Wild.

Trollbred Guardian and Hamza, Guardian of Arashin requires +1/+1 counters but you don't have very many +1/+1 counters in the deck to take advantage of this. You can remove them and instead use Mindblade Render and Oakhame Adversary for card draw. You need card draw.

Replace Mardu Shadowspear with Brutal Hordechief

Usher of the Fallen and Imperious Perfect are fairly underwhelming. Imperious Perfect is a little better, but I'd at least replace Usher of the Fallen with Rhys the Redeemed. Honestly, I'd use Ogre Battledriver over Imperious Perfect.

Rubblebelt Raiders is nice, but Champion of Lambholt will make your creatures unlockable just as fast.

Tuya Bearclaw and Hamletback Goliath get big, but they can be chumped VERY easily. Lovisa Coldeyes will buff all your tokens that are harder to chump. You could maybe keep the Hamletback Giant, but Zurgo Helmsmasher or Samut, Voice of Dissent is a good choice in your deck if you decide not to.

Blaring Captain and Blaring Recruiter are also very underwhelming. Chief of the Edge can easily replace the captain, and the recruit can be replaced be literally anything (my vote would be for Impact Tremors if you haven't added it already).

You have A LOT of mana ramp in your deck, but your lacking card draw and removal. I'd maybe remove the Diamonds and add two or three mana rocks that tap for one of any color. That'll give your deck 10-11 forms of mana ramp. If you add three, that'll give room for two forms of card draw. Reconnaissance Mission, Bident of Thassa, Skullclamp, and Vanquisher's Banner are great options.

Instead of Fracture, I recommend Despark. Mortify is a better Murder but can also be upgraded by switching to Utter End.

Replace Warped Landscape with Secluded Courtyard.

Be aware that you're sitting at only 30 lands. If you find your have a mana-base problem, I'd take out Radha, Heir to Keld, Duskwatch Recruiter  Flip, or ANY of the previously discussed cards and add 3-5 lands. Out of the lands you should also add, I recommend Savage Lands, Arcane Sanctum, Crumbling Necropolis, Jungle Shrine, Nomad Outpost, Mystic Monastery, Path of Ancestry, and Unclaimed Territory.

DemMeowsephs on First Is The Best! (An EDH First Sliver Deck)

1 year ago

Hey there! Not sure how your mana-base is faring, but here are a few suggestions, as manabases in a five color deck can be very difficult.

Tri-Lands

Run all of the tri lands! I hate tap lands, trust me, but with the first sliver at the head I'm willing to bet you want him out as fast as possible. You're running most of them, but I'd recommend getting your hands on the others: Arcane Sanctum, Jungle Shrine, Nomad Outpost, and Sandsteppe Citadel.

Of course, the Ikora triomes would be awesome, but they can be a bit much per land if you have a smaller budget. For reference, here they are: Savai Triome, Ketria Triome, Indatha Triome, Raugrin Triome, Zagoth Triome.

Not sure how you feel about these, but something else to consider would be the 5 panoramas from wherever it was they were first printed. Having that choice of fetch without spending money on the big fetches can be a really big asset in many games: Naya Panorama, Jund Panorama, Grixis Panorama, Esper Panorama, and Bant Panorama.

Semi-Expensive Side

I'm sure you're aware of these, but in case you aren't, there are of course the expensive duals and fetch lands. The fetches (like for example, Bloodstained Mire) are incredibly powerful. They give you the power of choice between yes, the two colors, but beyond that virtually any color you wanted if you ran all the shock lands (like Stomping Ground). If you drew that Bloodstained Mire and needed a green, you could fetch Stomping Ground and boom, you have it. Of course, that is quite a lot of money, but if you weren't aware of them, it's a good thing to keep in mind. On a side note, the fetches are even more extremely powerful as they go to your graveyard, allowing you to recur them (with say, Ramunap Excavator) and get tons of landfall triggers per turn.

Ramp

You don't seem to have too much ramp in the deck besides the 3 green guys and a bit of Artifact ramp. Not sure how much you need more, but some I'd recommend are Fellwar Stone, Ornithopter of Paradise, Three Visits/Nature's Lore if you add the shock lands (like Stomping Ground, etc., then you can use these to find any color), Noble Hierarch, Ignoble Hierarch, Bloom Tender (adds one of each when big sliver is out!!), Birds of Paradise, definitely Arcane Signet, Sylvan Caryatid, etc. The dorks aren't slivers, but they are really really crucial in adding any color. It is a bit much of green though, which is probably not something you want to do, so maybe pick and choose wisely- especially if you replace the green ones I mentioned before (maybe not all of them). Let me know if you'd like some more of these kinds of ramp suggestions.

Anyways, I've got some stuff to do so I'll leave it at that for now- I'm not gonna read through this so sorry for any grammar errors too. Hope some of this is helpful, and insightful. Feel free to check out some of my decks (main one is Double Trouble EDH ⫸PRIMER⫷), and let me know if you have any questions or want some help. Best of luck with your deck, and have a wonderful evening.

edit: most of the slivers and all look good there's a couple things I'd swap no biggies, small things like maybe consider Kindred Discovery or Toski if you like Bident of Thassa) but that looks all good!

multimedia on Aminatou, child of the jank

1 year ago

Hey, well done so far on a budget.

Some suggestions to improve the manabase on a budget.

Good luck with your deck.

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