Selesnya Sanctuary

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
PreDH Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Selesnya Sanctuary

Land

This enters tapped.

When this enters, return a land you control to its owner's hand.

: Add .

tobi89 on BEASTORM copy

1 week ago

Ok, I added the Selesnya Sanctuary. I thought that I can make mana of multiple color from the Metamorphosis, which is not the case. I also added Ephemerate as an protection spell, and as this is almost never a dead card I am running two main board. Also the Crumbling Vestige works with Sanctuary and Arboreal Grazer pretty well for producing red in the big turn. I think it´s better than Lotus Petal, because it stays on the board afterwards. When i kept a hand with the petal before I had some draw elf on board one turn earlier, but I was struggeling with mana afterwards more often than not.
I am still not sold on Nylea's Forerunner in the main board as it is one more card that I really don´t want to see in my opening hand And there is not that many decks in current meta that would have many blockers and are pushing so aggresivelly. Maybe I need to loose some games to this and will change my mind :-D

FadingReality on building

1 week ago

CREATURES:

I like every single creature with the sole exception of the Ancient Adamantoise. Glacial Chasm does the same thing but way better and is more on theme for the deck. Also, swapping an 8 drop for a 0 drop MASSIVELY reduces the deck's average cmc. I'd simply cut this. You need to cut two cards regardless AND you'll probably want to make more cuts so that you can add in some of my other upcoming suggestions. These suggestions will be different than my "swap" recommendations in my previous comment.

LANDS:

You are running two of the three karoo lands (Golgari RotFarm, Selesnya Sanctuary) in your colors. I'd reduce this to one. Normally I'd never run any of these cards except in VERY specific decks. That said, necrobloom is one such deck that I would run these in, but I would only run one. These are even slower than a normal tap land and are brutal to have destroyed by a strip mine or something. But in a deck that can recur lands and play more than one per turn, they are worth including one of. Pick one of these and cut the other. You are running 11 basics in a 3 color deck which is pretty high. In order to justify running things like Cultivate and Kodama's Reach you'll only need about 6-7 basics. I speak from experience. Even if you wanna run more than 7, 11 is really high. And again, I will be suggesting a bunch of lands to include, so you'll wanna cut some basics and a karoo anyway.

Last thing regarding lands: your land count of 40 is actually a good number. Normally 40 is way to high, but this is a "lands matter" deck so 40 is a good call here. You could probably get away with 38 or 39 too, but don't worry about that unless you are desperate for cuts.

SORCERIES:

These are all very good except for two. I'd cut Regrowth. If you still want this effect (you already have Eternal Witness) then run Bala Ged Recovery  Flip. It's an MDFC land so it's awesome and synergies further with your deck. I'd also cut Dread Return. This card is actually VERY good and even saw some cEDH play when Flash/Hulk was still around. The flashback cost is also really good fro your deck. However, the initial cost of 4 is too slow. Consider Reanimate. This is the best reanimation spell in the game and this card is the reason reanimator decks are called reanimator. Also, with reanimate, you lower your deck's CMC more AND you can grab opponents' creatures with it.

INSTANTS:

I already recommended swapping Overkill for Swords to Plowshares. Other than that, I'd cut Reprieve. It's not terribly great (I know you want a pseudo counterspell, but this is meh). Cut it for Necropotence and that way you still preserve and actually upgrade the card draw in the deck.

ARTIFACTS:

As mentioned before, you should still try to keep world map if you can. Endstone should be cut. It's VERY powerful, but it's both expensive and risky. Necropotence is much better for drawing cards.

ENCHANTMENTS:

I like every single one of these with the sole exception of Spelunking. Sure it ramps you once (can wiff although VERY unlikely in your deck) but its 3 mana and theres a ton of two mana ramp you can run that's land based. Also you run 0 caves. The entering untapped IS nice, but swapping this card entirely for another card that let's you play more than one land per turn is going to be much stronger and also kinda negates the tapped lands as you're gonna be able to get more out which negates the slowness to an extent.

capwner on BEASTORM copy

1 week ago

I really think you want the Nylea's Forerunner. It isn't hard to cast on a storm turn, when you draw your whole deck you should have extra Metamorphosis to cast this. It's likely you'll only start with 2-4 non-sumsick creatures on the big turn. I have had a lot of games where Nylea's pushes through lethal off just these 2 attackers, and if I didn't have it I'd be a turn slower and in some cases I'd lose. Another consideration, the trample is very important vs. something like Prismatic Strands because it ensures one of your off-color attackers like Universal Automaton can still connect, when they Strands on green then block your non-green creatures. I would really consider adding Nylea's and Selesnya Sanctuary, and my current list I cut Skyshroud Ridgeback to add 2 Generous Ents which help with the mana and support sideboard Masked Vandal.

Good luck with the tourney yo!!

tobi89 on BEASTORM copy

1 week ago

Thanks for the comment! I agree, that in this version the lands are often scarce, especially when sacrificing the Tinder Farm for early drawer, but when I was trying the Selesnya Sanctuary it felt terribly slow. Also it always produces the white for which I didn't always had a use. Some tinkering with the mana base may be needed, but I didn't have problems with colors, more with the amount of mana available.
Considering the trampler: 5 mana seems too much for me to cast it reliably in the storm turn, but that may also be linked to my shrinked mana base.
I will try to fiddle with the lands and see how it will go. One that comes to my mind is Crumbling Vestige As it synergysis with the Arboreal Grazer so well. But I am a little bit afraid of it's utility in the following turns.
Anyway, I will try on on Monday if the last 3 cards arrive and make changes according to the reasons why I will loose the games :-D

capwner on BEASTORM copy

2 weeks ago

I think you may be on to something with Winding Way, it has felt pretty good in my testing! Here are my notes for your version: I think you want more white sources like Selesnya Sanctuary, I think Cutter is really good and should be 4x, I think mainboard Nylea's Forerunner is needed because sometimes on the storm turn you might have just 2 creatures to attack and no way to get through blockers, Nylea's or a haste enabler/gingerbrute is needed but I think it's just so sweet because that card is even a beast. That's about it, I like the windings/2 rites and will adopt these in my version!

capwner on BEASTORM

2 weeks ago

tobi89 I very much look forward to hearing of the performance! I am ridiculously flattered that you want to play this deck in an event! In fact I recently ordered the cards myself so hopefully I will get a chance to play this in paper soon too :)

You know I could see Winding Way being good, I thought about using Generous Ent/Eagles of the North and Masked Vandal but it's a tough call cutting beasts for ents and 18 lands already feels thin. I think Selesnya Sanctuary is good in a low land count deck and extra good with the grazers, also it lets you reuse woodlots which is nice sometimes. I think with your manabase it may be tough to cast the camels at times.

LordSnow on Finneas Commander

4 months ago

I would think about adding a few lands, usually Commander Decks will sit between 37-39. Your average mana cost is low, so 35 lands isn't too bad, but I think you should drop some of the lower power/lower cost cards and add a couple more synergy pieces or heavy hitters to close out the games. And try to find more useful lands with abilities, they really do some work in Commander.

Some cards you might want to think about replacing:

Suggestions:

Agree with:

dominionloser123 on Zacama, Naya Tyrant

1 year ago

Restricting your ramp to creatures is supremely awkward for Zacama, who specifically wants you to ramp with lands. Howeer, if that's your deckbuilding criteria, you have to work around that. With that said, I might consider Creeping Renaissance as one of your few noncreatures, though, if your body count is so high.

Horned Kavu, Fleetfoot Panther, Jeskai Barricade, and Loyal Gryff are some additional bouncing bodies.

Since you're ramping towards 9 mana, I might also suggest leaning into dorks who tap for more mana. Joraga Treespeaker is high on this list, because it is either a 3-mana dork that taps for 2, or a Sol Ring that comes in tapped with a stun counter.

I don't typically like them, but Boros Garrison, Selesnya Sanctuary, and Gruul Turf do give you extra land drops to play, helping you to eventually hit 9 mana.

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