Mystic Sanctuary

Mystic Sanctuary

Land — Island

(: Gain .)

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.

Latest Decks as Commander

Mystic Sanctuary Discussion

SocksofGranduer on pauper 56 lands

4 days ago

Mystic Sanctuary is banned in Pauper, even if tapped out apparently doesn't know it.

plakjekaas on Omnath: Rage or Roil?

1 week ago

Omnath, Locus of Rage is the overt, "look at me being dangerous" commander.

Omnath, Locus of the Roil is a value engine that adds blue to your color identity. Mystic Sanctuary loops, tricksy stuff like Avenger of Zendikar with Mystic Reflection, loops with Walking Atlas and Retreat to Coralhelm, maybe Roil Elemental, blue really adds a lot to landfall decks that Gruul just can't provide. Or you could be Oneshotting people with Sylvan Awakening, turning 25 lands into elementals, playing your commander and sending the ETB trigger to someone's face.

Gruul and Temur Omnath just will not result in the same decks, the same way that the average OG Omnath, Locus of Mana deck won't look much like the Gruul Omnath deck. Just try and see if the blue additions fit your playstyle, and save a decklists for the Gruul build, in case it doesn't.

I will say that Omnath, Locus of Rage does belong in the 99 of Omnath, Locus of the Roil, because Risen Reef is one hell of an elemental.

azja on Yuriko (Optimized) Primer

1 month ago

Hey Spirits, sounds like your games went well!

To add to your last comment, Mystic Sanctuary only triggers if you have 3+ other islands, so it's probably not worth it with a Tainted Pact mana base. Also, in my past couple games I've had issues with Sunken Hollow coming in tapped, so I think I'll replace it with City of Brass like you mentioned.

You're right about Thousand-Faced Shadow, it's been treating me very well so far.

Wash Away isn't bad, but there's just so many good counterspells in edh I don't think it makes the top 10-ish that we would want to run.

I'm currently trying 32 lands, and it's felt good so far. But I tend to run 1-2 more lands than most lists I've seen, so I think 30 is a good number too.

As for the extra turn spells, I don't have a sure-fire way to win other than tutoring Draco/Blinkmoth Infusion on top if my opponents are low enough. But I've found that the 2-3 extra Yuriko triggers you get by taking an extra turn put you very far ahead, even if the damage isn't enough to be lethal.

plakjekaas on cEDH is going to have …

1 month ago

Well I've sleeved up the Najeela list on jaymc1130 's profile, and took it to my playgroup. Disclaimer, I'm one of the casuals dipping their toes encouraged by Play to Win and sorts. I've had a little success with a Marwyn, the Nurturer list from the cEDH decklists database, but never played anything blue before. I haven't been able to come close to comboing, which is probably a limitation of me, not of the deck, but I got wrecked by Krarkashima and Godo without much effort. Only the Tymna&Malcolm midrange player was doing consistently worse '^^.

It looks like a fun engine to build your deck around though, I'm definitely keeping it, but I haven't been able to see why it's as powerful as you keep advertising. Which, again, is probably my fault. But if I can't make it work, I'll have a hard time "abusing the setup while having the chance".

I might just tinker around with a shell a bit more, to adapt to what's actually being played at the tables I'm at. How do you feel about Valakut Exploration as a way to recast the Summer Bloom after the Mystic Sanctuary etb, and effectively drawing your deck in the process? It would win the game too, if you have more cards in deck than opponents have life total.

jaymc1130 on Convoluted Combos

1 month ago

AstroAA Sometimes a silly initial idea can lead to a fundamentally powerful truth. That's part of why our group initially started running the original Bloom Combo in any Sultai shell. There are lots of combos in the game that are very powerful, and evaluating total efficiency in competitive settings can help a player win more games by streamlining deck play patterns through deck construction techniques.

For example, a quick comparison of some of the combos we've discussed so far, Bloom Combo, Dramatic Scepter Combo, and Thoracle Consult Combo.

Thassa's Oracle + Demonic Consultation requires 2 card slots in a deck to be able to produce a win with a total mana investment of . It's not just compact in mana investment and card slots, it's also stack compact, requiring just the Oracle trigger, holding priority, and the Consult naming a card not in the deck. All of these factors combine to make it extremely efficient at the job it does and this comes with the trade off of extremely high risk to go with such an efficient maximum reward. If your attempt gets stuffed at the point where you exile your deck but your Oracle trigger doesn't resolve successfully then you get to enjoy perhaps a turn cycle before dying immediately on your next upkeep. Extreme efficiency with the trade off of some knuckle whitening risk. It makes this a great combo to employ at a moment's notice in situations where you can fit it in while opponents didn't leave themselves with enough resources to defend against the line of play, but not usually ideal being used into the full grip and untapped mana bases of opponents ready to interact and the two cards won't generate much value while waiting for the opportune moment as they sit in hand.

Isochron Scepter + Dramatic Reversal is a 2 card combo that generates infinite untaps of nonland permanents with a minimum of 1 additional card that itself is a nonland mana producing permanent (ie, Sol Ring). The loop can become mana positive with certain cards or combinations of cards (Mana Vault, or Arcane Signet+Sol Ring). And that infinite mana can be used with some sort of outlet card to produce a win. So it's a combo that at a minimum will require 4 cards to produce a win, though more often 5 or 6. The mana investment is to play and activate, which is more efficient than the number of card slots that will need to be dedicated to it. It's a combo with components that will have at least some value over time before the combo is activated outright since those dorks and rocks can probably cast another spell, so it has some natural play pattern efficiency. If stuffed, there's a pretty decent chance of losing access to this combo in the future. If the Scepter is destroyed in response to it's first activation, for example, you'll be out the exiled Dramatic Reversal from the imprint even if you can get the Scepter back into play later on. So still maximum reward potential, but less impactful risk to go with the slightly less efficient overall set up since you won't lose if stuffed. It's a combo that can be played pretty easily into opponents ready to defend since it will generate mana to interact with them after starting it's loop and the mana investment on your end is pretty low, but an easy one to interact with for opponents so it's liable to be one they stuff if thrown out wily nilly.

Summer Bloom + Mystic Sanctuary + Waterlogged Grove + Squandered Resources + Ramunap Excavator + Noxious Revival + green land is 7 pieces in total, but one is only needed as the "outlet" (Noxious Revival to loop the deck) and another can be essentially any random land that might be lying around to bring the core down to those 5 unique cards. With the initial 6 cards in place and Revival in the deck the initial mana investment can be as low as to begin the line of play by casting the Summer Bloom. If some of the other pieces aren't in play then the initial investment cost isn't quite so shockingly efficient, but the combo is still solid in terms of card slot and mana investment efficiency when not wowing. Not much risk if the attempt is stuffed, and there's a decent chance you can just try again by saccing the Sanctuary and replaying it to get the Summer Bloom back if countered for example, but the same maximum potential reward of winning the game. Most of the pieces of the combo are value components themselves so they fit naturally into most board state development play patterns allowing you to both spend resources reacting to opponents and amass resources in play and in hand when they don't present serious threats. By far the most conservative of these 3 combos, but far more flexible in it's approach while minimizing potential risks to lose the game.

jaymc1130 on The new Channel Legend Lands …

1 month ago

Grubbernaut You can find it in a number of my lists. Sisay, Durdle Captain and Sky Pirate Has one of the sillier descriptions for how the bare bones most basic version of the essential combo works in the "Digging for Treasure" --> "Operating the Treasure Chest" section of the primer.

There are many more convoluted methods to perform the same feat depending on exactly what tools a pilot has in place. The hot new spice from a little bit back was the addition of Bala Ged Recovery  Flip to the combo, which allows a lot more colors to perform the same general loop effectively and bypasses some of the need for Horizon lands (sac, draw) and certinaly Mystic Sanctuary. The core of the concept is that Summer Bloom is a spell that produces 6 mana of any color. That's not quite accurate, but, if land drops can be assumed to be infinite, then as long as recouping the Summer Bloom to hand only costs you 3 mana you can produce a profit of 1 mana of any color each iteration of the loop. Getting to infinite lands for land drops is the trickier part, and this is where most of the different methods diverge.

Spirits on Yuriko (Optimized) Primer

1 month ago

Hey azja,

Appreciate the detailed response!

I like the insight on the Scheming Symmetry, let's you negate the downside with the player removal.

Mystic Sanctuary, because it likely comes in tapped, if I think of it really as put a card ontop of library, instead of as a land. Added to my maybe have to think on it.

I have put together a sort-of initial build, it's still a work in process, but think i'm getting closer to the right initial build. Spirits Yuriko Deck.

I'll defintely be back with some questions late, going to do a side-by-side differential.

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