
Arcane Sanctum
Land
Arcane Sanctum enters the battlefield tapped.
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Legality
Format | Legality |
2019-10-04 | Legal |
Block Constructed | Legal |
Casual | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
1v1 Commander | Legal |
Canadian Highlander | Legal |
Modern | Legal |
Unformat | Legal |
Limited | Legal |
Duel Commander | Legal |
Tiny Leaders | Legal |
Oathbreaker | Legal |
Commander / EDH | Legal |
Vintage | Legal |
Custom | Legal |
Arcane Sanctum occurrence in decks from the last year
Latest Decks as Commander
Latest Decks
Arcane Sanctum Discussion
GenericToaster on Staples?
1 month ago
Part of my personal thoughts on what a staple is, is that it would be good on practically any budget. This means cards like Cabal Coffers belong in every mono black deck that can afford it, but the fact that its so out of price range for many makes it not so much a staple in my view. there isn't really a hard budget limit on what that is, but its usually less than $10
This list isn't exhaustive, but some of my staples are Command Tower, Exotic Orchard, any tri-tap from Alara block (Arcane Sanctum), Arcane Signet, any guild signet (Azorius Signet), Gilded Lotus, Everflowing Chalice, Astral Cornucopia
I might get flack for the last two, but they're perfect for the speed of my playgroup at least, but I imagine they'd scale in to cEDH quite poorly
stellarnear on
Atraxa
4 months ago
Post reland slivo fetch and shock
Primordial Hydra > Farseek
Reyhan, Last of the Abzan > Nature's Lore
Arcane Sanctum > Arid Mesa
Darkwater Catacombs > Bloodstained Mire
Opulent Palace > Breeding Pool
Sandsteppe Citadel > Flooded Strand
Skycloud Expanse > Godless Shrine
Sungrass Prairie > Marsh Flats
Vivid Creek > Overgrown Tomb
Vivid Grove > Temple Garden
Vivid Marsh > Watery Grave
Vivid Meadow > Windswept Heath
fmastrome2008 on
yarrow
5 months ago
Your mana base won't work here. Opulent Palace is the only one that's legal out of all your tapped tri-lands. You need to switch out Arcane Sanctum, Crumbling Necropolis, Nomad Outpost, Sandsteppe Citadel, and Seaside Citadel.
Also, with a curve at 4.00 and 28 lands, you're going to be mana screwed more often than not. This needs to increase to the 36-37 range for consistency.
smackjack on None
5 months ago
Didnt expect Thriving Lands over Pain Lands. Guess my edh group are on the more competitive side of casual. We mostly avoid strictly tapped lands except maybe temples since they are sweeet turn 1 if you have no one drop :). Otherwise the list seems legit. Maybe i would rank filter lands over triomes, but i havent gotten much play with the one triome to be sure. 25% of the times i fetch i fetch a tapped shock and they are great for those situations. In a budget mana base with no fetches they are like shard lands (Arcane Sanctum). Good, but not at all as good as filter lands :)
DemonDragonJ on How Good is Meteor Crater …
6 months ago
I have a copy of Reflecting Pool in all of my EDH decks, because it simply is too good to not have in them, but I am wondering about Meteor Crater, which is very similar, but not quite the same.
All of my three-colored decks contain the appropriate triple land (Arcane Sanctum, Mystic Monastery, and so forth), but those lands enter the battlefield tapped whereas the crater does not. However, on the other hand, the crater is highly dependent upon the state of the battlefield, whereas the triple lands produce their mana unconditionally, so I am uncertain about what to do.
What does everyone else say about this? How good of a card is Meteor Crater in EDH?
ClockworkSwordfish on
Budget oloro Control
6 months ago
Surprised you aren't running Arcane Sanctum! It's basically just better than Evolving Wilds or Terramorphic Expanse in a deck like this.
multimedia on
Aminatou, the infected
7 months ago
Hey, interesting version of Aminatou. I don't think DC/Oracle and Infect are causal strategies, but if that's what you want to play then more power too you. Be careful with Infect in a causal setting as you will become the archenemy until you stop playing it.
Your deck is missing two cards to give you 100. I suggest adding Sol Ring and Wishclaw Talisman. Sol is a staple card in Commander, one of the best cards for ramp. Wishclaw is very good with Aminatou since you own Wishclaw. Activate Wishclaw, tutor for any card. An opponent gains control of Wishclaw, but that opponent doesn't own Wishclaw and can't activate it because it will be tapped as well as it's not your opponent's turn. -1 Aminatou to blink Wishclaw, you gain back control of it untapped with three new wish counters on it.
28 lands is not enough land for a 99 card Commander deck. Consider 36 lands? 36 lands I've found to be the sweet spot for most Commander decks as it makes it so you consistently are not land screwed as well as not land flooded.
Lands to consider adding:
- 2x more of each basic land
- Arcane Sanctum
- Sunken Hollow
- Caves of Koilos
Cards to consider cutting for more lands:
- Gateway Plaza: replace it with Sanctum.
- Firemind Vessel
- Font of Mythos
- Phyrexian Juggernaut
- Convolute
- Sorin's Thirst
- Artful Takedown
- Order of Midnight
- Voracious Greatshark
Good luck with your deck.
slashdotdash on
5 color no theme deck
7 months ago
Dear Kronhamilton
Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.
(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)
Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.
I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.
We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.
Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!
While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;
-
Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.
-
Basic Golos: a modified version of the Template that suites most Golos decks.
-
Control: a version tailored for a slower game with many Sweepers.
-
Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.
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Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.
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Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.
Template Show
Basic Golos Show
Control Show
Aggro Show
Big Mana Show
Mega Mana Show
Good luck :)
Ratio Fixing
The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;
-
Lands – 36 --> You have 40 Lands (Cut 4 Lands)
-
Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)
-
Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)
Ramp & Draw Additions Show
What I counted in your deck Show
Mutate
Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).
With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).
Cut or Include?
At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.
Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)
-
Reconnaissance Mission (Draw, especially if you plan on attacking constantly)
-
Ruinous Ultimatum (Sweeper)
-
Mythos of Illuna (Other, sometimes Removal)
-
Kroxa, Titan of Death's Hunger (Threat)
-
Klothys, God of Destiny (Support)
-
Dryad of the Ilysian Grove (Support)
-
Drakuseth, Maw of Flames (Threat)
-
Extinction Event (Sweeper)
-
Titanoth Rex (Threat)
In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.
I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.
Lands
Just as a recommendation, I would suggest the following spread of Basic Lands;
-
8 Basic Forests
-
3 of each other Basic Land
The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).
As a reminder:
Basic Golos Show
The Shell
Ramp – 12
Draw – 13
Removal – 7
Sweepers – 2
Threats – 12
Support – 7
Land – 36
Good Luck :)
-Slashdotdash