Land — Mountain Plains
(: Gain or .)
As Sacred Foundry enters the battlefield, you may pay 2 life. If you don't, Sacred Foundry enters the battlefield tapped.
|Have (2)||, orzhov_is_relatively_okay819|
|Want (8)||hinesassociates , Hjb2003 , metalmagic , KnutW , AvarkusMagic , Kel_Tapped , bCubed , usafogre|
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|Commander / EDH||Legal|
Sacred Foundry occurrence in decks from the last year
Latest Decks as Commander
Sacred Foundry Discussion
6 hours ago
Another card that u may like is Valiant Knight, another lord for Knights, not as good as Knight Exemplar but a lot cheaper. Also, be careful with Benalish Marshal, since it specifically requires 3 White, it would not be rare that u can't drop him on turn 3 because u had, for example, 2 White and 1 Red (personal experience haha). U can fix that by adding dual lands that doesn't enter tapped to the battlefield, like Sacred Foundry or Clifftop Retreat, the second one being more accesible due to its cost.
Have a great day!
3 weeks ago
Hey, you have several good cards, but also quite a few that can be upgraded even on a budget.
Utvara Hellkite and Lathliss, Dragon Queen are two Dragon upgrades because they can be card advantage since they create Dragon tokens when Dragons attack or when nontoken Dragons ETB. Drakuseth, Maw of Flames has a powerful attack trigger. Knight of the White Orchid is a Knight upgrade since it can tutor for any Plains including Sacred Foundry or Mistveil Plains and put it onto the battlefield.
Changelings are Knights and Dragons. Taurean Mauler gets bigger when any opponent casts a spell. Mirror Entity has an ability to change all creatures you control power/toughness and give them all creature types. Depending on how much mana you have you can make your army of creatures huge power with Entity.
Before you make other improvements however my advice is to first improve ramp because when the cards you want to try to win the game with are high CMC such as Dragons then lots of ramp should a high priority. The idea is to have more ramp and less high CMC cards because you can easily cast ramp, but without ramp you can't easily cast high CMC Dragons.
- Sol Ring: staple mana rock in Commander.
- Arcane Signet: staple mana rock in Commander.
- Keeper of the Accord
- Knight of the White Orchid
- Boros Signet
- Jeska's Will: can be a fast way to cast both your Commanders or a high CMC Dragon in your hand if you target an opponent who has seven or more cards in hand.
- Dragon's Hoard: ramp and can be repeatable draw with Dragons.
- Talisman of Conviction
The next important thing to expand on is draw. The options for repeatable draw are slim in Boros therefore you want to instead count on cards that give you repeatable card advantage in other ways. Keeper of the Accord is an example of a new card from Commander Legends that's a card advantage engine for white in muliplayer Commander since he creates creatures if you're behind on creatures and/or is land ramp if you're behind on lands and he triggers on each opponent's turn.
- Sunforger: when people talk about Boros usually Sunforger comes up in the conversation because it's powerful equipment for repeatable card advantage. When it's equipped to a creature you can at instant speed pay two mana to unequipped to tutor for any white or red instant spell in your library that's 4 CMC or less and cast that spell for free. Sunforger package is an art form for Boros players. +4 power is a big pump when the creature has double strike or flying.
- Mask of Memory: repeatable draw, effects that trigger when you do combat damage to a player can trigger twice with double strike. If equipped creature isn't blocked then you hit the opponent your attacking twice to draw four cards and discard any two.
- Open the Armory: tutor for any equipment.
- Sarkhan's Triumph: tutor for any Dragon.
With Sunforger Mistveil Plains makes it better because you can put an instant in your graveyard back into your library to cast it again with Sunforger. Example of a Sunforger package of instants:
- Swords to Plowshares: exile a creature.
- Boros Charm: give all permanents you control including lands indestructible.
- Chaos Warp: remove a permanent including a land.
- Shields of Velis Vel: give all creatures you control all creature types.
- Sarkhan's Triumph: Dragon tutor.
- Brought Back: permanent reanimation.
- Unbreakable Formation: give all creatures you control indestructible.
- Return to Dust: exile up to two different artifacts or enchantments.
- Valakut Awakening Flip: draw.
- Akroma's Will: make all your attacking creatures real threats.
If interested I offer more advice in another comment, including suggestions of cards to cut. Good luck with your deck.
1 month ago
Steelshaper's Gift is a pretty good card in equipment style decks. if you have the budget, Spectator Seating, Sacred Foundry, and the Fetch lands would help this deck a lot. Otherwise, I think this is great!
1 month ago
As for why I put Canopy Vista and Plains are in the "Mistveil enablers" section, it is because they tap for white and the deck does not run a non-trivial amount of white sources (there are 2 other white land options: Raugrin Triome and Sacred Foundry). So I think I will add a "Taps for White" section to clear up the confusion there.
on I am Ironman
1 month ago
Hey there! Below are some suggestions for improving your land/mana base! Some suggestions may or may not be within your budget, so feel free to ignore the ones that you think don't personally fit you despite my thoughts! Needleverge Pathway Flip, Temple of Triumph, Sacred Foundry, Inspiring Vantage, Battlefield Forge, Sunhome, Fortress of the Legion, Sunbaked Canyon, Arid Mesa, Rugged Prairie, Spectator Seating, Scabland, Strip Mine, Wasteland, Command Tower, Slayers' Stronghold, Inventors' Fair, and Ancient Tomb are all great things you may want to consider! As for ramp, you may like some of the following: Arcane Signet, Sol Ring, Boros Signet, Land Tax, Gift of Estates, Brass Squire, Dockside Extortionist, Treasonous Ogre, Simian Spirit Guide, Seething Song, Ruby Medallion, Pearl Medallion, Cloud Key, Mind Stone, Lotus Petal, and Geosurge! Ramp is a very important part of commander, and in your deck getting equipment out fast as well as playing Ardenn fast seems to be important- and ramp can help you do just that! While you obviously shouldn't use all of them, there are definitely a few in there you should put in FOR SURE. Now that said, I hope this helps, good luck on your deck, and have a wonderful day- happy tapping! :)
1 month ago
First off, welcome to EDH! Love to have new people.
Secondly, I think I might have a few pieces of advice/cards to add, but take them with a grain of salt as I might be thinking as if you were playing Zada, Hedron Grinder in the zone (that's my deck that's closest to this), so I might be confused sometimes.
Alright so looking at the deck. The first thing I notice is not a criticism, but more of a caution: you have 34 lands. Your low mana curve and low CMC on your commander makes this ok, but remember that for a large number of EDH decks you'll want closer to 36-37-38ish, but again, it's up to your own discretion.
The next thing is a bit of a question you might want to ask yourself: how do you want to win? The "typical" way to win in R/W is by getting a bunch of creatures really quickly, which it looks like you are partially trying to do with cards like Monastery Mentor, but this might not be a very efficient way to win unless you find Zada at some point, as she can refract those spells onto all your creatures. The main other ways to win are a Voltron strategy (getting one creature, often a commander, really big and killing someone with commander damage) or by combo -- if you were playing Zada you could do storm, but I don't know if Feather is equipped to do that kind of deck (plus, it's really hard to pilot for even experienced players and has a lot of really really tiny interactions you have to keep in your head and you often take really long turns, so it might be something you want to avoid until later on in your EDH career).
I think going for the 21 damage with Feather might be a good idea for this deck, wherein you cast a bunch of spells that draw you cards for cheap every turn for a little while, and then starting to throw in a couple of your big damage spells like Unleash Fury every now and then and starting to attack with Feather. It'll be slow, but it'll keep you under the radar a little so you won't get immediately focused out of the game.
If you do decide to go the swarm route, you will probably want more spells that target your creatures and make tokens (for example, Make Mischief is a bad example as it makes one token at a time, but it will do the job if you really need tokens). In addition you'll probably need some protection spells like Faith's Reward and Flawless Maneuver so that you can stand against the inevitable boardwipe (although probably not Reward if you go the tokens route as tokens cease to exist as soon as they are in a zone other than play).
As far as cuts for when you focus the deck, I'm curious about Fever Charm? It doesn't seem great in the deck, but maybe there's something I'm not seeing. Emerge Unscathed seems ok but not great, you only protect a single creature so it can ... I guess make something unblockable? It doesn't really give you great card advantage though, which is a lot of what you're looking for in R/W. On the other hand, it's a repeatable way to fizzle spells that target your creatures ... up to you in whatever meta you play in. Gisela is a really good card, but if/when you play it it should instantly win you the game that turn; if not, the table will likely focus their attention on you and you'll probably die regardless of the damage prevention.
Finally, I have a quest for you: the next several times you play this deck -- maybe 10, maybe 20, I don't care on the number -- see how often these two things happen:
You get a Sunforger, on purpose, because you think it will help you win the game; and
While playing said Sunforger, you look in your graveyard and see a card there that you wish was in your library to be Forged out.
If the first option happens any more than 60-75% of games, you might want to look at that and figure out a different way to win; don't be that focused, people will figure it out and not allow you to keep the Sunforger out for very long.
On the other hand, if the second thing happens a lot, there's a trick you can add to the deck that I really like. Now, again, be wary of this because it might just mess up your deck and not help at all.
Add in Mistveil Plains and Tithe. Tithe specifies a "plains" card, so you can go and get Mistveil along with whatever other plains, maybe a Sacred Foundry or whatever. Now, when you play your Sunforger, you can activate it at some point when you have the mana, and you find Tithe. You cast Tithe, finding a Mistveil, and you play it for turn. Now, you can use the Mistveil to put cards you've already forged back on the bottom of your library to be forged again.
I know, Tithe has that $30 price tag, but you might find that it's worth it. If so, playtest with a proxied version first! No reason to go and buy a Tithe for nothing. But, on the other side of that, Tithe is already a fine white card in general, and is played in white decks that don't even play this combo so you might just want it anyway, and Mistveil is a $2 land so it doesn't really take a lot out of the deck either, except that it's a tapped land which can be annoying.
Alright, I'll stop talking so you can go and do whatever, let me know if this was helpful; I don't know how much magic content you consume or even if you know what the term "storm" means or what your magic playing skill level is so maybe none of this was helpful and you'll come back to it later when you understand the terms, but I would love to help out if you need/want any assistance.
Sorry for typing a novel!!!
1 month ago
Lightning Greaves is a really good card, if your commander only needs to be either hasty or protected to execute your game plan.
In an equipment strategy though, Shroud prevents other equipment being attached to the greaves-equipped creature. It's really awkward to have to shift the greaves away from your one big creature to equip it with other pieces, opening it up to removal while doing so.
I'd cut that.
I'm a fan of Brass Squire in these decks, cheating on equip costs is pretty powerful if a quarter of your deck is equipment.
Relic Seeker is solid.
Buried Ruin can grab an equipment from the graveyard back to hand, great utility on a land.
Inventors' Fair seems like a must-run.
Is there a reason you took the kobold as second partner other than novelty? Akiri, Line-Slinger is very powerful as a beatstick in the command zone
2 months ago
Hey there! You mention the mana base needing some help in your description, and if you're still looking to work on that, maybe consider some of the following cards! Many may be out of budget, and you could possibly have been aware of them all already, and if that is the case I hope this can be of use to you as a reference!
Since you have the two temples, you may want to include the last one, Temple of Malice. Even though you don't run too many / cards, you still need that colored mana to cast Licia, and so you want a relatively even mana base. Same goes for the last pain land, I'd recommend including Sulfurous Springs since you have the other two. Since you're also gaining a lot of life, and because they are great in general, you may want to take a look at Blood Crypt, Godless Shrine, and Sacred Foundry, (the shock lands) which function very well, especially with the following cards: the fetch lands. Bloodstained Mire, Arid Mesa, and Marsh Flats are some of the best lands in the game! These can search for the shock lands, not just basic lands, allowing you to get any colors you need from just one of them! While that whole set is pretty expensive, it may be something to think about for the future. Now on the cheaper side, there are the wonderful fast lands, Blackcleave Cliffs, Concealed Courtyard, and Inspiring Vantage, which can help you support your early fundamental turns quite well! If you wish to include a lot of basics/shock lands, you may want to think about having the check lands, Dragonskull Summit, Isolated Chapel, and Clifftop Retreat, which tend to be great and also lay on the cheaper side. Last but not least, there are the filter lands, Graven Cairns, Fetid Heath, and Rugged Prairie! Now that said, here are some non-dual lands that could really help fix the mana base quite a lot that I would recommend: City of Brass, Mana Confluence, Ancient Tomb, Prismatic Vista, Fabled Passage, Reflecting Pool, Exotic Orchard, Strip Mine, Wasteland, etc.
Now enough about lands! Here are some ramp spells you might like. Land Tax, Arcane Signet, Commander's Sphere, Talisman of Conviction, Talisman of Hierarchy, Talisman of Indulgence, Jet Medallion, Pearl Medallion, Ruby Medallion, Sol Ring, Gift of Estates, Weathered Wayfarer, Chromatic Lantern, etc!
I also have a mardu deck, (A Deal With the Devil EDH ⫸PRIMER⫷), so if you want to check out most of the cards I mentioned on a list, feel free to pop in there! Anyways though, I hope this helps, good luck on your deck, and have a wonderful day! Happy tapping!