Arcane Sanctum

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Legality

Format Legality
1v1 Commander Legal
Alchemy 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
Tiny Leaders Legal
Vintage Legal

Arcane Sanctum

Land

This enters the battlefield tapped.

: Add , , or .

Gidgetimer on Nonbasic Outcasts

2 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

3 months 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)

7 months 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

8 months ago

Hey, well done so far on a budget.

Some suggestions to improve the manabase on a budget.

Good luck with your deck.

multimedia on Tiamat and Her Dragons

11 months ago

Hey, for a first Commander deck well done. You have some interesting card choices and nice Ur-Dragon, Gnawbone, Utvara and Sarkhan.

An area to consider improving on is repeatable draw. When you can get draw from simply having a Dragon ETB then this can help gameplay. Some budget repeatable draw sources to consider adding:

Most of these cards give you more than one effect: Temur Ascendancy is also haste enabler, Dragon's Hoard and Kiora, Behemoth Beckoner is also ramp, Court of Bounty can also be cheat a Dragon from your hand onto the battlefield as well as land ramp, Garruk's Uprising also gives all creatures you control trample to break through an opponent's annoying flying Spirit or Angel tokens.

You have Dragon Arch and Quicksilver Amulet which are nice effects to cheat Dragons onto the battlefield, but Court of Bounty is a step above these because it provides other effects. It can be repeatable draw with monarch or lets you play a land from your hand at your upkeep. The monarch is you draw a card at your end step, but only one player in the game can be the monarch. Any player who does combat damage to you or plays a card that makes them the monarch then becomes the monarch and you lose the monarch. You can get it back though and flying Dragons help a lot at attacking as well as blocking for an opponent not to be able to do combat damage to you.


Hellkite Charger is a combo with Old Gnawbone for infinite attacks with Dragons, but if you're playing casual then you might want to avoid a combo like this. I would include it as a win condition with Dragons. There's some budget creature/Dragon upgrades to consider:


You have the three staple budget Rainbow lands already: Tower, Orchard and Ancestry which is great, but you could improve the manabase other ways. If you have a low budget for lands then my advice is replace lands that always ETB tapped with a Tri land. A Tri land such as Jungle Shrine also always ETB tapped, but the color fixing it provides, three colors, is worth it. A land such as Swiftwater Cliffs isn't worth it instead consider Frontier Bivouac?

Archway Commons, Gateway Plaza and other lands like this are not good even though they can potentially make one of five colors. You can't play one of them unless you control an untapped land to pay 1 mana and that's a big requirement just be able to play a land.

Some budget land changes to consider:

If interested I offer more advice including cuts to consider. Good luck with your deck.

Malsorn on C'mon! What Are the Odds!?

11 months ago

Path of Ancestry is strictly better than Arcane Sanctum, never know when those one or two extra scries will help out! Also, as much as I know it goes against the theme, Swiftfoot Boots or Lightning Greaves would really do work in this deck, letting you swing in with Yennet and provide her with protection the turn she comes in. There are a few other cheap haste-granting equipment with odd costs (Chariot of Victory, Strider Harness,Sword of Vengeance), but they don't come with the protective abilities.

RambIe on I Can't Pronounce My Commander's Name

11 months ago

Arcane Sanctum 35 lands should be ok with a 3 cmc average since you have 8 rocks
Arcanis the Omnipotent- cmc
Time Wipe, Austere Command, - if the deck works as intended boardwipes will be a dead card in hand, of course you might need this based on meta but they can always be swapped back in
Monologue Tax - love it, its just not making or breaking the deck "undervalue"
Dakkon, Shadow Slayer - undervalue

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