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.
|Want (3)||AFRich337 , Mondragoonest , Mlord|
Combos Browse all
- Ghostly Flicker + Mystic Sanctuary
- Cryptic Command + Mystic Sanctuary
- Ghostly Flicker + God-Pharaoh's Faithful + Mystic Sanctuary
- Kefnet the Mindful + Mystic Sanctuary
- Flooded Strand + Mystic Sanctuary
- Mana Breach + Mystic Sanctuary + Summer Bloom
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Mystic Sanctuary Discussion
3 weeks ago
There's so many cards that recur cards from your graveyard in every color, you're doing yourself a disservice if you don't run anything.
Especially in a format like Commander, where your opponents combined probably run more answers than you have threats in your deck, you need to make sure that a simple opposing Wrath of God or an overloaded Vandalblast is not the final word on your gameplan, or you're gonna have a bad time in the last half of the game. You could try and fix the problem with tutors and card draw, which you should already be running, of course, but in a singleton format, there's a chance you just need that unique effect once more, but the card is in your graveyard. A Bala Ged Recovery Flip, an Eternal Witness, a Mystic Sanctuary, a Reanimate or a Sun Titan can work miracles for you in those situations, and even with a Rest in Peace in play, none of them are completely dead cards. So low risk, high reward, and you don't need to focus on a graveyard strategy to enjoy the benefit of reusing its cards.
For exact the same reason, you should run some graveyard hate. Something like Scavenger Grounds or Soul-Guide Lantern which still has other utility even if you don't have to exile a graveyard. Low opportunity cost with max utility, every deck can run them. They don't hurt in your hand, and well timed use can even win you the game.
Or you could lean into not using the graveyard and Rest in Peace to hose everyone who agrees with what I just said ;-)
1 month ago
Fantastic take on Merfolk, well done.
The land base could probably use a Mystic Sanctuary by now. I'm wondering why you've included All Is Dust , wouldn't the deck be much better served with one-sided wipes like River's Rebuke or Inundate ?
2 months ago
Hey, I tried to post a comment at MoxField, but it didn't work because I think the comment was too long. I kind of have a problem with long comments :)
Instead I'll post the comment about your Scarab deck here.
Nice updated version of Scarab. To answer your question because you have Phyrexian you could cut Ashnods. Although, I don't think I would since Ashnods is better than a few cards here because it's a combo piece and the ramp can help to pay for Scarab's embalm. Dementia being a win condition for opponent mill or repeatable opponent mill throughout the game is nice, but it's dangerous as self-mill enabler because you risk milling nonZombie combo pieces which you currently can't reanimate or recur. Honestly, I would play all three of the combo artifact sac outlets because of so much self-mill you don't have control of.
Because of self-mill Academy Ruins would be worth including to recur Phyrexian or save Phyrexian when in graveyard from being exiled. Since it's a land it doesn't take a valuable deck spot for this effect. One of the main reasons to play Phyrexian Reclamation is it can save creatures especially Gravecrawler and Wonder at instant speed from being exiled by graveyard hate which can be a big problem. Mystic Sanctuary is helpful since it's an Island for Wonder and as a bonus it can potentially recur an instant or sorcery which is good with self-mill.
- Ashnod's Altar --> Necromantic Selection
- Academy Ruins --> Temple of the False God
- Phyrexian Reclamation --> Training Grounds
- Mystic Sanctuary --> 1x Island
Temple of the False God is not a good land here because without Urborg it's unable to tap for mana until your turn five or six and that's if you make all your land drops. Necromantic Selection is a high CMC card that you don't really need because you have Kindred Dominance which is the same mana cost, but more powerful board wipe effect especially with Zombie tokens.
Training Grounds can be a powerful card for combos, but it's not doing that here therefore it doesn't do enough only affecting three creatures: Scarab, Cryptbreaker, Accursed. I don't think it's worth taking a deck spot for Grounds just to reduce the cost of Scarab or be able to reduced cost of activated abilities of opponent's creature you may embalm. Ashnods mimics what Grounds does by sacing a creature you make two colorless which can be used to help to pay, better yet to cast or activate anything else.
By increasing your budget then you could add other black tutors and more tutors are very helpful when you want an artifact to combo. Diabolic Intent and/or Profane Tutor are two more two drop tutors to consider adding. Consider more tutors that can get Wonder or Gravecrawler such as Entomb or Unmarked Grave ?
Shambling Ghast is a new one drop Zombie for combo with Rooftop + Havengul because when it dies it creates a treasure. With any sac outlet such as more convenient Carrion Feeder Ghast mimics Phyrexian Altar . With Rooftop, Feeder + Ghast can replace Phyrexian and being able to remove one nonZombie combo piece from the combo with Havengul is a huge upgrade. Ghast + Phyrexian combos with Havengul without needing Rooftop for infinite casts/dies/leave graveyard of Ghast which can make Havengul combo faster not needing six drop Rooftop.
- Shambling Ghast --> Solemn Simulacrum
Acererak the Archlich is another new Zombie for combo with Rooftop since you don't have to enter Tomb of Annihilation dungeon instead you can enter one of the other two dungeons which results in bouncing Acererak back to your hand to cast again for free and repeat. Instead of venturing into Annihilation you can enter one of the other two dungeons and go to their rooms for value as many times equal to cards you have in your library. Lost Mine of Phandelver has Dark Pool room which as long as you have more cards in your library than each opponent has life can be a true win condition.
The way the Dungeons work is once you have completed one you can then right away venture back into that same dungeon again which lets you repeatedly enter Phandelver and it's rooms. In this combo with Phandelver each card in your library equals in order: 1 scry, 1 treasure, gain 1 life and each opponent loses 1 life, draw a card, that's powerful. Storeroom room instead of Dark Pool room can make Scarab huge for a big Commander damage attack.
Acererak the Archlich --> Loyal Subordinate
Pair Gravecrawler with a sac outlet such as Feeder and it's ability to leave your graveyard with Tormod, the Desecrator for another repeatable Zombie token source to create a 2/2 Zombie for one black mana as many times as black mana you have to really fuel Scarab's upkeep trigger. This combo makes infinite tapped 2/2 Zombies with Phyrexian + Gravecrawler that forces an opponent to wrath the board or you win at your next upkeep. Tormod also triggers when you embalm your own creatures with Scarab.
- Tormod, the Desecrator --> Overseer of the Damned
Zombie Master is a Zombie evasion source, pair it with Urborg. Wonder will be a target for graveyard hate when it's in your graveyard therefore having other evasion sources especially from a Zombie is helpful.
- Zombie Master --> Liliana's Mastery
2 months ago
Hey, you're welcome.
40 lands is a lot of lands and you also have ramp sources to help to make mana. You would be fine cutting 2-4 lands and filling those spots with low CMC budget cards that draw such as Omen of the Sea , Wall of Omens and Brainstorm . The idea is more draw that also has interaction with Aminatou could replace some lands because overall these cards are better for gameplay and the draw can potentially help to draw lands. You have a good number of basic lands for budget and the ratio is also on point. With 16 basic lands then budget dual lands that have interaction with basic lands help for them to ETB untapped.
- Exotic Orchard : staple budget land for three or more colored decks in multiplayer Commander.
- Path of Ancestry : can make one color of the three Esper colors.
- Caves of Koilos
- Prairie Stream : is an Island.
- Sunken Hollow : is an Island.
- Shineshadow Snarl
- Ash Barrens : nice as a potential turn one play to landcycle to get a basic land of your choice for your second turn land for color fixing that you need to cast Aminatou.
- Temple of Enlightenment
- Temple of Deceit
- Mystic Sanctuary
- Bojuka Bog
Ideally, you want most if not all the lands in the manabase to ETB untapped to help gameplay. Since then you can tap the land for mana the turn you play it, but that's impossible when on such a low budget unless playing 30+ basic lands which is not recommended with three colors. The lands that you play that will always ETB tapped should have other uses or be able to make one of any three colors you need. An example is Arcane Sanctum is good, Dimir Guildgate isn't good. If you have to play many lands that always ETB tapped then might as well play the ones that also have bonus interaction with your Commander.
The Scry lands ( Temple of Silence ) and Halimar Depths ETB tapped, but they have interaction with the Aminatou + Guardian + Oath combo. Aminatou can blink a Scry land as the first permanent which lets you scry through the rest of your library to find Strix or another permanent draw source to cast to then draw a win condition to cast. The Gain lands ( Tranquil Cove ) also can be blinked and blinking one of them with the combo gives you infinite life. Consider three of each of Scry lands and Gain lands?
Utility lands such as Mystic Sanctuary give you something when it ETB, can be blinked by Aminatou and be part of the combo. Sanctuary when blinked if you control three other Islands can be a repeatable way to recur an instant or sorcery. It can setup a card with miracle since you recur the card to the top of your library to draw on your next turn or even on an opponent's turn if card with miracle is the first card you draw on opponent's turn.
Example of an upgraded budget manabase:
- 6x Plains, 6x Island, 4x Swamp
- Command Tower , Exotic Orchard , Path of Ancestry , Arcane Sanctum
- Esper Panorama , Ash Barrens , Evolving Wilds
- Halimar Depths , Temple of Enlightenment , Temple of Silence , Temple of Deceit
- Caves of Koilos , Shineshadow Snarl
- Prairie Stream , Sunken Hollow
- Mystic Sanctuary , Bojuka Bog
- Tranquil Cove , Dismal Backwater , Scoured Barrens
2 months ago
I like the idea; I'd consider subbing out Quench for Censor and/or some Jwari Disruption Flip. I also like Frantic Inventory , and more importantly with Mystic Sanctuary , Tragic Lesson is an absolute house. I also think that without looting effects, 4x Mission Briefing is a little much; honestly, card advantage is probably more important than recursion, as you're not looking to max out big spells so much as play a lot of them. If you mainboard some mass-bounce, it could be worth it to run a couple Briefing, but I think things like Behold the Multiverse , Chart a Course , etc could be more helpful overall.
I also think with the full playset of Sanctuary, 4x Castle Vantress is too much as they don't add to island count; I think going down to just one or maybe two would be better, especially since by the time you'd be using them for value, you're generally either already winning or already losing.
I think Unsubstantiate is decent, but especially if you swap the other soft counters for hard ones, it may be worth changing out for Into the Roil to have a spell on four that clears the way for Skulker and adds to your draw count.
Finally, another card to consider (probably over Homunculus) is Jace, Vryn's Prodigy Flip. Especially with lots of draw spells, you're likely to flip it early, and it both adds to draw count for Skulker and once flipped won't be bounced - though it would be better in a build with Frantic Inventory or other graveyard synergies to get it going ASAP. I think this swap is more of a tossup compared to the stuff suggested above, though.
I want mono U to work in pioneer, so I love this. Cheers!
2 months ago
The Bloom combo is a perfect fit for this deck thematically and functionally. It absolutely is something you should consider adding in.
The Bloom combo functions in a simple enough manner. With 3 Islands, Squandered Resources , and Crucible of Worlds in play, Summer Bloom , Mystic Sanctuary and Waterlogged Grove (or similar horizon land) available to be played in hand (or already on the board), and an available you're set up. Use the to cast Summer Bloom to net three additional land drops. Play Mystic Sanctuary, using it's triggered ability to put Summer Bloom back on top of the library. Play Waterlogged Grove. Play any other land that can produce green mana (including those already in play by first sacrificing it to Squandered Resources for mana). Tap the Mystic Sanctuary for , sacrifice it for , tap the other land for mana, sacrifice it for any color of mana it can produce. Use to sacrifice Waterlogged Grove for it's ability to draw a card and draw Summer Bloom from the top of the deck. There is now remaining to cast Summer Bloom as well as one left over mana of any color that the third land could produce. Repeat this loop for infinite mana.
This loop can also generate infinite draw. Every third iteration of the loop can be used to play Waterlogged Grove, use the from the Sanctuary to draw Bloom off the top, then replay Waterlogged Grove and use the second mana from sacrificing Sanctuary to draw the next card of the library.
Alternatively, the loop can also be used to restock the library with relevant instants and sorceries. Every third iteration of the loop can be used to play Mystic Sanctuary to put any instant or sorcery on top of the deck, then tap the Sanctuary for mana and sacrifice it for mana before playing it again from the graveyard to put Summer Bloom back on top of the library. The third additional land play can then be used to play Waterlogged Grove, sacrificing it to draw Bloom off the top.
With Noxious Revival these loops can be used to return every card in the graveyard to the library. First generate infinite mana, next generate infinite land drops by only using two land drops per loop iteration to play Mystic Sanctuary and Waterlogged Grove to reset, redraw, and replay Summer Bloom. Then cast Noxious Revival on any target in the graveyard to put it on top of the library, play Mystic Sanctuary to put Noxious Revival on top, play Waterlogged Grove, then sacrifice Mystic Sanctuary for mana and Waterlogged Grove to draw the Noxious Revival. Repeat this portion of the loop until all cards are returned from the graveyard to the library.
Since you'll already be using all of these pieces aside from Summer Bloom any ways in an effective land value matters themed deck the opportunity cost is essentially non-existent to include the cherry on top.
3 months ago
So I came here from a link on Reddit where you said you use Ghostly Flicker with Mystic Sanctuary to draw your deck and produce extra mana. How does that work? I mean you could use Sanctuary with Ancient Tomb to be able to produce the 3 mana you need to cast the Flicker and draw the deck but how do you produce extra mana?
3 months ago
Hi. I love UB control archetype so I would like to give my 2 cents. So I'll hope that this helps/gives new ideas ^_^
I think your deck at the moment has unnecessary tap lands. Halimar Depths Vivid Marsh and Polluted Mire and Lonely Sandbar. I would recommend trying Mystic Sanctuary, Sunken Ruins, Field of Ruin, Fabled Passage or Castle Vantress. Karakas is also viable option even though it acts like colorless land in UB.
I also need to recommend Search for Azcanta Flip because it can win control mirrors almost by itself. Shark Typhoon and Omen of the Sea are my personal additions usually because both of them are 2 for 1 effects.
For sorcerys I have not been impressed with Yahenni's Expertise and I have played Shadows' Verdict and/or Dead of Winter instead of it. Also Bloodchief's Thirst and Baleful Mastery are cards that I can't stop recommending because they are just that good, the ability to get rid of an creature or planeswalker while being cheap removal if needed is just so good.
For creatures I will recommand Murderous Rider it is another hero's downfall with 2 for 1 thanks to adventure, I have never been impressed by Teferi, Mage of Zhalfir because he usually doesn't do enough for 5 mana. For planeswalkers if your meta has decks that have creatures Ashiok, Nightmare Weaver is surprisingly effective and talking about Ashiok Ashiok, Nightmare Muse is a real game closer because both +1 and -3 are extremely good and an army of 2/3 will win the game at some point.
For instants I will just write recommendations because there are so many: Archmage's Charm just does everything you would want, Commence the Endgame uncounterable threath + card draw and is especially good mirror breaker, Cryptic Command it also does everything, Disallow the stiffle can save games sometimes (like countering planeswalker "ultimate"), Erebos's Intervention I personally like this card very much because it can buy so much time against aggro decks, Hieroglyphic Illumination works as early game can trip and mid/late game divination, Spell Snare on draw this is amazing and usually the best cards are 2-3 costed so this usually hits something important and last but not least Force of Negation because it is another force. I would recommend little bit more targeted removal because edict effects are worse against decks that play mana elfs or other low impact 1 drops.
I personally wouldn't play your artifact package but because I haven't played with artifact package I won't say anything about that because I don't know how good it is.
These are just my recommendations and these aren't absolutes. Here is also list if you would like to compare different building choices
I hope that you found this helpful ^_^