Mystic Sanctuary

Mystic Sanctuary

Land — Island

(: Gain .)

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

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

Browse Alters View at Gatherer

Trade

Have (0)
Want (1) Pyroraptor

Printings View all

Set Rarity
Throne of Eldraine (ELD) Common

Combos Browse all

Legality

Format Legality
Unformat Legal
Limited Legal
Block Constructed Legal
Brawl Legal
Legacy Legal
Highlander Legal
1v1 Commander Legal
Modern Legal
Pauper EDH Legal
Pauper Legal
Standard Legal
Duel Commander Legal
Pioneer Legal
Leviathan Legal
Oathbreaker Legal
Historic Legal
Casual Legal
Vintage Legal
Canadian Highlander Legal
Arena Legal
Pre-release Legal
Commander / EDH Legal
Tiny Leaders Legal

Latest Decks as Commander

Mystic Sanctuary Discussion

Snowmen1 on Building a deck around Wayward …

2 days ago

Hello, There's a lot of really interesting cards that have been printed into modern with the release of Zendikar Rising, and one of the cards that I liked that hasn't really seen any decks built for it is Wayward Guide-Beast. Now it clearly isnt very good in an aggro deck, but there's something that it does that I think makes it worth looking at: You can play it in later turns, where it can be a quick clock while also being a decent engine and control piece.

Being a 2/2 with haste and trample, you can cast it with interaction up, and start swinging. While you are doing this, you are returning lands to your hand, which I think you can leverage into card advantage. You can draw Lightning Bolt every turn with Mystic Sanctuary, Use Searing Blaze, maybe attack and then replay a card:mutavault to block, take advantage of unique etb triggers for lands such as that of Bojuka Bog or Radiant Fountain. It just seems like there's a lot if stuff that yoy can do with this card. When it works, it seems like an excellent clock and control piece. If you have any ideas for a fleshed out list let me know. I have been thinking of doing a delver shell and including flip lands for higher frequency of delver flips and more card selection that you can use with later Wayward Guide-Beast. Another idea I had was to play Molten Vortex to have a lot of extra reach in the late game.

Edit: Some other cards I forgot to mention: Quicksilver Fountain, Teetering Peaks, and Tolaria West.

While Im at it, I started a little project to go through all of the modern legal sets and just noting down all remotely playable cards. This would be a deck building tool for anyone who likes brewing decks. If you are interested, you can find that here.

Anyways, any comments are appreciated. Thanks for reading.

Monomanamaniac on Kaza's Wizard Fleet

4 days ago

I like this deck, I've always wanted a red/blue wizard deck and this one has a lot of potential. So I do want to disclaimer and say that my suggestions are not criticisms, and also I did not consider your budget or your collection lol. Lastly this is suggestions with just a cursory glance. Azami, Lady of Scrolls is pretty amazing in any wizard deck. Sol Ring, Izzet Signet, Arcane Signet, Fellwar Stone, Wayfarer's Bauble, and Talisman of Creativity are all low cost mana rocks that will help your deck ramp quickly. Mystic Sanctuary, Steam Vents, and Reliquary Tower are decent utility lands. Counterspell, Cyclonic Rift, Vandalblast, Expansion / Explosion, Blue Sun's Zenith, Chaos Warp, Curse of the Swine, and Fact or Fiction are all really good answer cards (I know rift is 20$ but it's still a staple). Baral, Chief of Compliance, Adeliz, the Cinder Wind, and Vedalken AEthermage are amazing utility creatures. Thousand-Year Storm turns all your spells into storm spells. Primal Amulet  Flip helps mana costs and then copies spells. There's a few more things I can't really think of any, but my sources indicate that x spells do real well in a deck like this. Hope some of these help.

defamagraphy1 on

5 days ago

Thank you man. Honestly, I'm leaning into a heavy Heroic Intervention Shatter the Sky combo. As it's cheaper to pull off to one side the board. At six mana it's very doable. Radha, Heart of Keld is another option. As it takes lands off the top or "spells" for that matter. It's pretty easy to cut cards for this to have singelton DFC's and possibly another copy of Nylea's. Valakut Exploration would send this over the top also. As you can use the Mystic Sanctuary with Dryad and that, stacking the triggers Valakut then Sanctuary, Sanctuary returns a spell to top, Valakut Exiles it to play, then put it back in the graveyard if you don't play it, just 3 colors. Ugh. It's going to take some very precise math. I know Dryad allows to tap for red, I just don't want to have dead cards in hand if I don't have it.

Snake_Oil on EDH Under $1 Series - …

1 week ago

Just going by Scryfall (even going as deep as <0.90c in terms of value rather than the full dollar) there are quite a few that spring up that I'd be interested in seeing made on such an extreme budget:

Rashmi, Eternities Crafter -- Simic Control/Tempo is something I'd be super interested to see on a budget, not gonna lie.

Tasigur, the Golden Fang -- Recursive politics on a budget?

Kefnet the Mindful -- You could easily do Mystic Sanctuary loops here, there are a couple of spells that require you to bounce a land to cast, like Deprive and Tragic Lesson.

Oviya Pashiri, Sage Lifecrafter -- Only because I have a budget plan for her myself, I'd be interested in seeing another take on it!

Darigaaz Reincarnated -- This is more of a pet idea for me, I love Darigaaz.

Rosheen Meanderer/Hallar, the Firefletcher -- Both are kind of unique in Gruul colours so it'd be interesting to see either made on a budget.

Sachi, Daughter of Seshiro -- If you're looking for a tribal commander, Shamans are a very unique tribe.

Those are just some that spring to mind for me looking over the list, whether you run with any of them or not I hope you enjoy the process of budgeteering! I know I do whenever I get the itch!

resplendentobscurity on Omnath the Vala-cutie

1 week ago

Hi there,

I just saw your comment on RoaringBunny's list, and you mentioned wanting to try Thousand-Year Storm as a win condition.

Not sure if you're still wanting to try it, but I did the same thing with my list, if you want to check it out.

Idea is to storm off with Thousand-Year Storm and Summer Bloom and ping people down with Oboro, Valakut, and a prismatic omen effect. Also works well with Mythos of Illuna (which I see you're running as well), especially in conjunction with Mystic Sanctuary.

resplendentobscurity on Omnath, the Molten Pinnacle EDH

1 week ago

Love the deck! I run a similar list, except I try to leverage using the ramp spells so I've leaned into a spellslinger theme, using Thousand-Year Storm and Summer Bloom as wincons, and I've really been enjoying it.

To refer to the comment about Oboro, I run it in my deck, and with Dryad of the Ilysian Grove effects it does work with Valakut! But being able to pay 1 mana to draw a card and maximize those extra land drops makes it worth running imo. Though, I don't have Cloudstone Curio so that may fill the same role and may not feel as necessary.

It may not fit here, but Mystic Sanctuary does some serious work for me. Especially with things like Mythos of Illuna and Ghostly Flicker

mitz7 on Tatyova's Playground (Simic Landfall/Draw EDH)

2 weeks ago

Scapeshift though a little pricey is a must run card in any tatyova, with the addition of Mystic Sanctuary, you can scapeshift twice on 9 lands, making 17 2/2's with Field of the Dead. Scute Mob, Lotus Cobra, Hedron Crab are also worth running. hedron crab can be used to mill yourself, and then using cards like Splendid Reclamation brings lands back from the yard. I would also replace some of the higher cost ramp spells with repeatable ramp effects like Sakura-Tribe Scout.

BOXES_O_MOXES on League Guildmage Dramatic Combo

2 weeks ago

We have different play styles. I see this and I'm sure you do too. It's hard to offer suggestions when styles are very different. I'm all about Capsize. Once you bounce all of your opponent's permanents they 99.9% of the time scoop. Yes they -could- recover but that would take at least another 5-8 turns and providing the moon is aligning with the sun at 12:01AM on a cloudless night. This is Pauper. It's almost impossible to recover from a mid to late game overloaded "Cyclonic Rift". Especially when they will most likely have to discard many of the cards you just bounced at the end of their turn.....

They way you are talking about only being able to capsize everyone's permanents once is because you have no way to get the reversal back consistently. But you would if you ran the flicker with the wall and you could even run another etb crit like Archaeomancer or Mystic Sanctuary. You flicker the wall and the mancer or the Sanctuary or a combination thereof to get reversal and the flicker back. You will always have the Capsize in your hand if you have infinite mana due to buyback. All you have to do is bounce the single land they play every turn with the capsize over and over again after you play out the capsize to bounce their field. This means they (Never Recover). Flicker is useful outside of the combo. Especially when you copy it using your commander. Or just use it on the wall and another crit when someone tries to blow it up. It also makes one of your creatures a perma blocker when you have wall on the battlefield as well. Think about making infinite mana and flickering the wall and the Sunscorched Desert. They die.

I mean this with all due respect. You-need-to-free-yourself-from-this-box-you-are-in. You are really missing out.

Either way, you will play the deck as you like.

Load more