Sacred Foundry

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Format Legality
1v1 Commander 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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Penny Dreadful Legal
Pioneer Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal

Sacred Foundry

Land — Mountain Plains

(: Add or .)

As Sacred Foundry enters the battlefield, you may pay 2 life. If you don't, Sacred Foundry enters the battlefield tapped.

multimedia on Feedback Wanted - Optimus Prime Rolls Out!

1 month ago

Hey, you're welcome.

What is your budget for making upgrades? There's tiers of price for lands to consider adding. I would add all these lands if you can.

Fetch lands are expensive price lands, but they let you better use your best lands Volcanic and Tundra.

A Fetch land can search for one of these lands and put it onto the battlefield. The Shock lands are the lesser price, but still expensive alternative to Volcanic and Tundra type lands.

You're right, convert is identical to transform, but Optimus Prime, Hero  Flip doesn't convert normally, it first dies which leaves the battlefield then returns converted. Because Optimus leaves the battlefield then when it returns it's a new object that doesn't recognize the previous Optimus, it will have summoning sickness. If you sac to convert Hero during your turn you will need a haste source for Optimus Prime, Autobot Leader  Flip to attack.

When Leader converts Optimus doesn't leave the battlefield, Hero won't have summoning sickness and keep it's counters. Another reason, that if you can, always put the +1/+1 counters on Leader because when Hero leaves the battlefield the counters go away. Hero is leaving the battlefield much more than Leader. In fact, you can control it so that Leader doesn't convert by not attacking with the lowest toughness creature you control. When Leader attacks you bolster 2 that creature, but that creature has to do combat damage to a player to convert Optimus and it can't do that if it didn't attack.

This why I suggested to sac convert Hero during an opponent's turn because then Optimus leaves the battlefield and returns. It's not on your turn though thus summoning sickness doesn't matter. On your next turn you can attack with Leader.

Rennymoses on Esper Splash

1 month ago

Daveslab2022 If I could replace Sacred Foundry I definitely would. I have it though, because at the moment, I only have the 4 Marsh Flats which as you know can't tutor Steam Vents. I used to have issues with control, but since adding the additional counterspells to deck, I actually am now only facing issues against random out-of-meta combo/affinity decks, or wide creatures. It is why I added Kalitas, Traitor of Ghet which has been fantastic. This build finally pulled me out of my 2-2 slump and I have been performing quite well. I really appreciate your feedback and you taking the time to check my list out!

Daveslab2022 on Esper Splash

1 month ago

This deck looks really fun! My only suggestion is replacing Sacred Foundry with Steam Vents. I know you need the red for Geyadrone, and having your red land also be blue will help a lot since you are base blue. It will help you cast Counterspell on turn 2, etc.

Oh, and since you say you are weak to control decks, some number of Dovin's Veto in the sideboard will help immensely.

Gidgetimer on Do Spy kit Enable de …

2 months ago

Yes, it isn't looking for separate creatures with each name. You activate the Power Plant Worker and then the game checks if you control both a creature with the name Mine Worker (you do, whatever the Spy Kit is equipped on) and a creature with the name Tower Worker (you do, whatever the Spy Kit is equipped on). Much like how Wild Nacatl will be a 3/3 if you control a Sacred Foundry and no other lands.

Alesamuel on Jodah Big Spell

3 months ago

I would recommend some of the Eldrazi titans, such as Kozilek, Butcher of Truth, Ulamog, the Ceaseless Hunger as some big top end bombs. Some ramp creatures wouldn't go amiss either, such as Birds of Paradise, and Dryad of the Ilysian Grove.

In terms of Instants, Sorceries, and Enchantments, getting some more of the Ultimatum cycle (Brilliant Ultimatum, Cruel Ultimatum, Emergent Ultimatum) might be a good idea, and Sunbird's Invocation would be a good idea too if you are casting such big CMC cards.

Another recommended addition would be Nicol Bolas, God-Pharaoh as it is just a straight up good card for the colour and big mana theme.

I'd recommend replacing the tapped tri-lands (Arcane Sanctum, Crumbling Necropolis, Frontier Bivouac, Jungle Shrine, Mystic Monastery, Nomad Outpost, Opulent Palace, Sandsteppe Citadel, Savage Lands, and Seaside Citadel) with the shock land cycle (Blood Crypt, Breeding Pool, Godless Shrine, Hallowed Fountain, Overgrown Tomb, Sacred Foundry, Steam Vents, Stomping Ground, Temple Garden, and Watery Grave) as they are easier to fetch for or find with ramp spells.

Final notes: Give the deck a little more of a creature focus, having as few as you have right now you'll find there is very little to hit with your reanimation, but other then that, good job on the first draft! looking forward to see how it plays out!

DreadKhan on Staxdrop! (Snowdrop Vorthos Deck)

5 months ago

I got my first Meekstone from a store's binder, one that probably hadn't been looked through in an age, that was ~20 years ago now. Even when I didn't really understand the game particularly well, I could see that it had potential. It's a tough card to sneak into decks, but it's a good card to make people's eyes jump out when it hits the table. People tend to remember 'remove this 1 drop or your deck won't work' cards!

The Aura Payoffs are meant to be used in combination with tutors that find Auras for me and mostly the two Auras that can be bounced and recast for WW or RR, Crown of Flames and Flickering Ward, each recast will trigger my various payoffs. I'm not 100% that this is consistent enough, but it feels good when it works, paying RR or WW to draw a card and buff my whole board isn't a bad Commander ability. I have the 2 that cost 1WW and 1RR to do the same, but those feel WILDLY worse, not sure if they'll both stay in.

For the land tutors, technically anything that can find a non-basic Plains can also find me a Mountain Plains like Sacred Foundry (which I intend to add) and Alpine Meadow, but it is a valid concern, I might want to look at more ways to find a Mountain. Still, that's all of 2 of them in the deck, because WotC doesn't like printing Enemy Duals with basic land types it seems.

Haha, yes, the deck is trying to do too many things, that made it really, really hard to get the deck down to 100 cards. It's not really 'done' yet I feel, so it's good to get some feedback. I suspect some of those relatively weak White creature tutors might work, I have a lot of small creatures that I like to get out. If I could fit in more card draw I'd probably solve the main issue that I have, which is running out of cards if I can't set up a draw engine. Some of your suggestions will probably help, thanks for your input!

enpc on Check Lands or Slow Lands?

6 months ago

DemonDragonJ: As your decks get faster, the problem of life loss becomes less of an issue. Most of your decks have very high mana curves and not a lot of low end ramp, meaning that the deck ends up needing a few additional turns to set up what it's trying to do. This in turn costs you more life (as well as potentially making you a target for more players to attack as there are just more attack phases). As you bring the curve of your deck down more (as well as increase both the amount of ramp and more importantly low end ramp), the negative effects of life loss for mana become much less relevant compared to drawing tapped lands.

The other thing is that you should look at the colour distribution in your deck. Just applying a blanket rule of "I run the full cycle of each of these" isn't going to help you as much as leaning into the particular colour combinations that the deck needs the most. So if you have a five colour deck but it heavily leans on green/blue, then you might find that you run 5-6 different green blue dual lands, but you don't even run a Sacred Foundry for example, as you're not anywhere near as focused on those two colours.

Balaam__ on Suicide Hammer - Budget - Feedback is welcome

7 months ago

Have you considered the Pathway  Flip lands? They’re not as outrageously expensive as something like Sacred Foundry or Arid Mesa, and I think they’re Pioneer legal. But they wouldn’t count as a basic land type so that might not work necessarily. Just a thought.

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