Mystic Sanctuary

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Legality

Format Legality
1v1 Commander 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
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Standard Brawl Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Mystic Sanctuary

Land — Island

(: Add .)

This enters the battlefield tapped unless you control three or more other Islands.

When this enters the battlefield untapped, you may put target instant or sorcery card from your graveyard on top of your library.

Tyven on Terisian Mindbreaker Combo

1 week ago

Thank you for your thoughtful suggestions TheoryCrafter. I'll keep Mystic Sanctuary in mind. Didn't Say Please and Thought Collapse are useful counterspells, but I think I keep Mystical Dispute in my sideboard for now, because it can be really good against counterspell heavy decks. Also when it comes to 3 mana counterspells, I thought about adding Sinister Sabotage to my sideboard, because it helps me to dig, and possibly move Terisian Mindbreaker in to the graveyard.

TheoryCrafter on Terisian Mindbreaker Combo

2 weeks ago

Have you considered Mystic Sanctuary? This will allow you to reuse the many Instants and Sorceries you have. Also, there are cards named Didn't Say Please and Thought Collapse that may be of more help than Mystical Dispute at the same mana value. I hope this helps.

Happy Hunting!

TheoryCrafter on jace commander

1 month ago

Have you considered Mystic Sanctuary? It will allow you to retrieve an instant or sorcery from the graveyard. Also, Have you considered adding Didn't Say Please? It's a functional reprint of Thought Collapse.

Here are some other suggestions I have:

-As you evolve this deck, you should really consider leaning further into the card draw the Jace Planeswalkers offer. This is why I recommend replacing Search for Azcanta with Jace's Erasure.

-If/When you can afford it, replace Augur Of Bolas with Thassa's Oracle. While it may be a tad more difficult to get an instant or sorcery from your library, not only it will also allow you access to other card types, but you have an extra alternate win card in the event you lose Jace, Wielder of Mysteries.

-One of Mill's biggest weaknesses is how it can feed the graveyards of opponents with strong graveyard interaction. Which is why I recommend replacing Field of Ruin with Scavenger Grounds and Negate with Grip of Amnesia.

I hope this helps. Thank you for reading me out. Happy Hunting!

kamarupa on Balaam__'s Challenge: Get Twisted

2 months ago

Thanks for the advice, psionictemplar! I'm a bit hesitant to add too many non-basic lands because of Back to Basics, but i might switch Academy Ruins for Mystic Sanctuary.

I'm fairly married to keeping High Tide because it not only helps get Eon Hub out, it also combos with Rewind and helps Overload Cyclonic Rift. With Rift, we can eliminate opponent's creatures, which enables us to actually hit opponents with one or two Phyrexian Soulgorgers.

I did consider Snapcaster Mage - any thoughts on that?

multimedia on Brew my deck for me

4 months ago

Consider High Tide for ramp and/or with spells that can untap your Islands Turnabout, Frantic Search, Snap? Just Tide + Turnabout + you control 4 Islands could give you 10 mana turn 4. Mystic Sanctuary is a fantasic land that's an Island. Castle Vantress isn't an Island, but it's a good land for instant repeatable scry.

Consider Thought Vessel and/or Decanter of Endless Water? Mana rocks for ramp that can also potentially give you no max hand size before you control Nezahal. Reliquary Tower is a land for no max hand size.

Consider Forensic Researcher, Kelpie Guide, etc.? They can untap a land or a land that can make more than 1 mana Arid Archway, Guildless Commons even the same turn the land ETB. They can also untap a mana rock or even better a mana rock that can make more than 1 mana Sol Ring, Worn Powerstone, Palladium Myr, Thran Dynamo, Hedron Archivefoil, Gilded Lotusfoil, etc. They can also untap Nezahal to be a blocker.

A spell advantage blue has are instants that let you look at top X cards of your library and put one or more of any of them into our hand (any card(s) into hand is the advantage). Consider Impulse, Memory Deluge, Dig Through Time, Supreme Will, Thassa's Intervention, etc.? When you're casting instants on opponents' turns then Wavebreak Hippocamp is repeatable card draw. Being a 3 drop you can more safely play it and leave up mana for instant opponent interaction.

TheoryCrafter on Help me to build my …

4 months ago

Okay, I am back thank you for your patience. I don't know if you're just looking for advice or if you want a whole deck list, so I'll meet you somewhere in between.

So I use the manabox app for card listings. Turns out I miscounted and there are 35. If you put all but Twisted Riddlekeeper(potential color identity issues) in there you have a good start.

Perhaps the strongest cards in addition to Fear of Sleep Paralysis are Mjolnir, Storm Hammer, Monstrosity of the Lake and Scroll of Isildur; though even cards like Kitnap, Lost in the Maze and Sleep-Cursed Faerie can be a boon due to Tekuthal's activated ability and not be affected by Fear of Sleep Paralysis.

One card I recommend you add is Maskwood Nexus. Both Protocol Knight and The Watcher in the Water require creature types to be effective.

Speaking of Watcher in the Water, you'll need instant speed card draw. You're gonna need card draw regardless, but WitW will need feeding to be effective. This includes, but isn't limited to Archmage's Charm, Bane's Contingency, Jace's Archivist, Opt and Triskaidekaphile.

Triskaidekaphile is an Alternate Win Card as well, which you should have in your deck as a means of winning if you can't win by beating up your opponents. Other Alternate Win cards that would also fit the best in this deck are Central Elevator / Promising Stairs(To fully take advantage of the Eerie ability on Fear of Sleep Paralysis), Darksteel Reactor and Twenty-Toed Toad(which doesn't specify what counters apply to the win condition).

The latter two are fed well by your commander's static ability. Proliferate cards you can use include, but are not limited to, Contagion Engine, Contentious Plan and Inexorable Tide.

However, if you have a Commander like Tekuthal, it would not be wise to NOT take advantage of the proliferate ability. Crystalline Giant can give your creatures counters other than +1/+1, especially if you use Goldberry, River-Daughter to move hexproof counters onto your most important pieces. Power Conduit is another card that can strengthen your creatures. And you certainly can't go wrong with The Ozolith of you can afford it.

Ramp, like card draw, should be in every deck. Sol Ring is practically a necessity. Astral Cornucopia and Everflowing Chalice become mana fountains of their own once the charge counters are on and proliferating. Though cards like Arcane Melee, Defiler of Dreams and Urza's Incubator(which gets support from Maskwood Nexus) are just as useful.

And finally there's lands that can help with counters(like Nesting Grounds and Blast Zone), reusing spells(Like Mystic Sanctuary), redundancy(such as Reliquary Tower) and can offer elements of control not available to blue(such as Scavenger Grounds. Try this keep at least half lands as Basic Islands. That way, if you get hit with cards like Alpine Moon or Blood Moon it's not an immediate capitation.

Well, that it for my part. I hope this is a help, if nothing else than for inspiration. Thank you for reading me out. Happy Hunting!

seshiro_of_the_orochi on the flood

5 months ago

I see what you're doing here. Might I suggest some changes?

74 is a weird number of cards to be at. If you were to go to 80, you could include Yorion, Sky Nomad as a companion, which would even work somewhat as a threat in here. If you're not planning on doing that, better go down to 60 cards.

On what to maybe change, I'll go into detail a bit. A problem I see is that you are following some parallel strategies that don't intertwine that well:

I do see your madness synergy in Just the Wind and Broken Concentration. But you only have two card to trigger madness, and Aeromoeba isn't exactly the best card for that matter.

Next, there is a playset of a singular energy card in Aethersquall Ancient. It's a powerhouse finisher card in a deck where you can deploy it and then immediately fire off its wipe. As itself is your only way to gain energy, it will mostly be an overcosted flyer that won't even help you win.

Aerial Guide seems just off in here. Your only creature without flying is Baral, and he's not exactly a card you want to attack with.

Finally, 33 lands is just too many. Maybe go down to 26 including the playset Sanctuary.

Especially the madness plan and the synergy plan seem to compete for your mainfocus. To actually suggest further changes, I'd need your thoughts on if want to focus on either of these or if you want to go the route of a Mystic Sanctuary control deck. All three paths seem doable, but combining them seems hard.

What're your thoughts?

Necramus on Kynaios and Tiro's Enchanted Realm

9 months ago

Hey, friend!

I'm curious what your thoughts on Mana Breach are for this deck. Helps break the parity of benefit that your commander provides your opponents, while allowing you to bounce things like Mystic Sanctuary so you can recycle your board wipes or tutors.

Just a thought! Love the deck =]

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