Selesnya Sanctuary

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Tiny Leaders Legal
Vintage Legal

Selesnya Sanctuary

Land

Selesnya Sanctuary enters the battlefield tapped.

When Selesnya Sanctuary enters the battlefield, return a land you control to its owner's hand.

: Add .

Jhi69 on The Greendale Human-Beings

1 week ago

Hello friend!

I would like to suggest you some cards :)

Wyrm's Crossing Patrol: This card is a house on multiplayer! The Tokens are exiled at the end of combat BUT it's still +3 counter on Kyler on each attack if you play in a four player pod

Odric, Master Tactician: choose how to block and dont block its insane. just oneshot some people without resistance

Maja, Bretagard Protector: will give you for every Landdrop a human body to pushes Kyler. And if your on enough mana you can use Selesnya Sanctuary every turn to constantly generate humans. Even better with Azusa, Lost but Seeking.

Forge of Heroes: When your up to one more mana you can give Kyler instant a counter when he enters

Overwhelming Stampede: Just win the game on the spot. Your big creatures getting even bigger with evasion

Greater Good: Massiv Draw, just sacrifice one token after the combat (maybe one from Wyrm's Crossing Patrol) and refill your hand

Orange+ on Punching in Pillow Fights

1 month ago

Hi, H-E-N-R-Y

Cool deck you've got going here :)

I have made a Sythis deck myself, but to be honest, Im not completely into what people usually play with Sythis. I could however provide some initial thoughts I have based on your decklist.

First of I would recommend that you structure your deck with categories. I know a lot of people on tappedout doesnt use them, but they are very useful when building decks or providing feedback.

You play a lot of lands that enter the battlefield tapped, but as a two color deck containing green, Im not sure if you need to. Some of them might be handy, like Path of Ancestry and Temple of Plenty which gives scry. But I dont think you need the rest, and could swap them out with lands that dont enter tapped (like just basics). The lands are: Arctic Treeline, Blossoming Sands, Graypelt Refuge, Path of Ancestry, Scattered Groves, Selesnya Guildgate, Selesnya Sanctuary, Temple of Plenty, Thriving Grove, Vivid Grove, and Vivid Meadow

I've tried to play Crystal Chimes myself, and didnt like it that much. If I were you, I would probably take out both the chimes and the Cloud Key. They seem slow. Cards like the chimes and Resurgent Belief are very telegraphed, meaning your opponents will know what you can do before you do them, this is often quite a disadvantage.

Otherwise I think your composition is pretty nice with lots of good cards. But it might get better if you cut some of the larger mana cost cards. If you get to draw a lot from your commander, you might as well play a lot of cards. And if that is the case, mana is what is holding you back. I think cards like Celestial Mantle, Eldrazi Conscription, Epic Proportions, Gigantiform, Indrik Umbra, Martyr's Bond, and Prodigious Growth are a bit too mana expensive. (However, if you treat some of these as wincon, you should keep those)

As I mentioned, Im not quite sure what is common to play with Sythis, but as you have many spells with mana cost 3 or less, you could try Sun Titan. Otherwise, enchantment recursion is really nice in these kinds of decks (against bordwipes and such). Cards like Replenish, Retether, and Brilliant Restoration.

Finally, as mentioned by others commenters, I think removal is really important. I think Swords to Plowshares and Path to Exile are natural fits, but if you want play more enchatments, you could also try Journey to Nowhere, Borrowed Time, or Oblivion Ring. My deck Riders on the Storm has a removal category if you want to take another look.

wallisface on Feline Feelings

4 months ago

lhetrick13 If you are running ramp, i’d suggest just using mana dorks like Noble Hierarch (yes, I know it’s not a cat - but i’m not sure how much you want to burden yourself by your own theme?). Personally though, for this brew, i’d be suggesting to drop the mana curve drastically, instead of adding ramp.

On the topic of Selesnya Sanctuary, the card isn’t a ramp card at all without the help of Amulet of Vigor - and at that point you’re building an entirely different deck. Without Amulet, the land is more likely to trip you up on pivotal turns than help you, and importantly it doesn’t actually speed up your mana generation at all.

For interaction, I think you just want to be running more Path to Exile effects. I can suggest Fateful Absence and March of Otherworldly Light in addition to Path. I’d ditch Reciprocate as its too easy for your opponent to play-around.

I’d personally be moving Heroic Intervention to the sideboard (there’s too many matchups where its not good), and dropping your creature count to around 16-18. If you’re able to grind out the game through interaction, this will buy you more time to play your bigger cats (and most of them add enough value that they’re worth stalling/grinding for). Lots of interaction lets you run a slightly higher mana-curve also (as control decks do), so this lets you keep more of your bigger cards in the deck.

lhetrick13 on Feline Feelings

4 months ago

wallisface - what are your thoughts on ramping lands like Selesnya Sanctuary. Kinda a two lands in one with the caveat that it does enter play tapped. I was doing some light research on ramping cards in modern and those style of lands were mentioned.

DreadKhan on Tyrannosaurs in F-14s!!

5 months ago

Just a quick look, but Transmogrifying Wand is hilariously more useful vs most creatures than Rod of Ruin, less mana for a stronger effect (only repeatable 3 times though).

I agree, some ramp would be good, Green has lots of great ramp spells (Harrow is cheap and very strong) and creatures that find lands for you (stuff like Wood Elves or Farhaven Elf), either is probably worth a look. You might also consider stuff like Utopia Sprawl, some are cheaper but only make Green, these usually use minimal mana for a bonus that can be available the same turn if you enchant an untapped land. Bad if people run Strip Mines or other land hate, purely putting lands into play is arguably the safest way to ramp.

You could consider a few more lands, your Commander is both hard to cast and rewards you for having lots of mana. If you don't want to run more lands, and people don't use too many Strip Mine effects, you could take a look at Bounce Lands, stuff like Selesnya Sanctuary are slow, but they effectively count as two land drops, one of which can be untapped.

DreadKhan on Knight deck

1 year ago

Well, Selesnya Sanctuary might bounce a land, but it taps for 2, so next turn you not only have less lands out, you have the same mana (and have some fixing), and you definitely have another land in hand if you need to play a big drop later. If you use Karoo lands, you lose the land, but you aren't down any mana. As for Ohran, I was thinking a singleton as a finisher, as it can both draw lots of cards and clear out blockers, both things you probably want. I'm trying to think of some good card draw options that fit in here, white has nothing I can think of that fits, and green tends to need a big creature out, or lots of creatures.

Rebuff vs Mana Tithe is a decent question, but I think the two serve different purposes. Mana Tithe mostly hits efficient plays, and removal plays tend to be cheap and leave mana to pay it. Mana Tithe becomes dead quickly most games though, while Rebuff can stay relevant.

I can explain some of what Knight of the Reliquary can do for you. It excels in a deck that runs lands that are high value, up to Gaea's Cradle type stuff, but there are many great lands out there that can take over the game that aren't $1k. It can easily fix you with a The World Tree , and all the while it keeps growing. You might also want some landfall payoffs like Felidar Retreat or Retreat to Kazandu , there are tons out there. If you fetch out a Sanctuary, note it will still bounce a land, and thus Reliquary can set up Knight of the White Orchid to fetch a land for you and actually get you ahead on mana, and that fetched Plains can then be sacrificed for a better land later. If you can bounce, flicker or otherwise repeat the Knight, you might actually end up pretty far ahead, as long as you expect your opponents to hit their land drops. You can also find lands that make creatures with Reliquary, or go big with Dark Depths as a finisher, it's an extremely versatile card, and has big synergies with a ton of stuff like Crucible of Worlds to generate big mana enabling quick wins. Even without leaning too hard into it's traditional uses, just using it as a Knight it seems like a good card, and I feel like you need more creatures in here anyways.

If you keep Knight of the White Orchid I would remove the ramp spells for Reliquaries, I think you have enough lands to hit 3 mana safely.

Hope some of this was helpful!

DreadKhan on Knight deck

1 year ago

If you wish to lean into payoffs like Knight of the White Orchid , you could throw in some bounce lands Selesnya Sanctuary , or Karoo lands in order to lower your land count. You can even consider something like Lotus Field eventually, which is hexproof and can't be Sinkholed or Wastelanded, and lets your pay offs work better.

Rebuff the Wicked has gone down a lot in price, it's a nice protection spell if you find your guys removed a lot.

Bow of Nylea is probably super-good in here, with lots of First Strike creatures that just love having Deathtouch. Ohran Frostfang would be a bomb, but a big clunky slow one. Either of these will solve the problem of your knights being too small.

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