Whenever a creature you control becomes the target of a spell or ability an opponent controls, you may draw a card.
|Have (2)||TheRealSpecialK , metalmagic|
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|Commander / EDH||Legal|
Shapers' Sanctuary occurrence in decks from the last year
Latest Decks as Commander
Shapers' Sanctuary Discussion
1 month ago
@ griffstick i took a look at your deck and i completely love it
I cant express how much respect i have for you choosing synergy over tutors
Im posting here becouse my sugestions seem more fitting in this thread
Multani's Presence , Safewright Quest , Shapers' Sanctuary , & Song of the Worldsoul
Are all forgotten goodies that might serve a purpose in your deck
1 month ago
of the top of my head cards that will help:
Beastmaster Ascension to give you another win con. Shapers' Sanctuary to help recover from spot removal Harvest Season to ramp especially with all the elves that turn sideways Lifecrafter's Bestiary for cheap card draw
1 month ago
A few suggestions:
Wrap in Vigor > Back to Nature - unless you're specifically hosing someone's Enchantress deck with this card, it'll be dead in hand too often to be useful and in a green aggro deck you can't afford cards like that. Wrap is an anti-boardwipe, anti-removal spell to keep up the pressure on key turns.
Heroic Intervention > Quietus Spike - Again, I think having anti-boardwipe and removal cards is important, and I don't think spike is a good rate. Almost every creature you run already has deathtouch, and the losing life trigger isn't relevant when you're trying to win with poison.
Shapers' Sanctuary > Harmonize - Sanctuary will be super helpful since everyone will be trying to focus down Fynn, allowing you to keep refilling your hand with cheap creatures. It'll likely give you more cards over the course of a game for less mana.
Vorinclex, Monstrous Raider > Arcum's Astrolabe - Cantrips aren't impressive in EDH and Vorinclex will help win you the game in one swing. If he's out of budget, try Overrun or Overwhelming Stampede .
I would also cut some useless lands that don't allow you to produce G on turn one and just add Forests: Gingerbread Cabin , Opal Palace , Sapseep Forest , and Forge of Heroes . The extremely small benefit these produce in the right circumstances is not worth having it be an off-curve land in an otherwise keepable hand, especially when it's so important that you play a creature on t1 and t2.
1 month ago
I think it's probably not right to run a Chord of Calling package, but rather swap out those 5 slots for 4 Elvish Warmaster - which is a really good reason to be running elves at the moment - and the extra Llanowar Elves . I'm not seeing any modern Elves lists right now that aren't running the full 4 Warmaster; Chord is slow and you don't have silver bullets to get.
For the sideboard, I'd also recommend some number of Shapers' Sanctuary , I think you could fully cut Essence Warden (I assume is in there for... burn? but do you really need help against Burn?) and add 2 Shapers' Sanctuary and perhaps putting the Scoozes back in, which are great against Death's Shadow and Burn. I might also recommend Assassin's Trophy over Dismember .
1 month ago
Scavenging Ooze is great in the sideboard, especially with Chord. Another great card is Shapers' Sanctuary . Elves have a very hard time against spot removal, but this protects against it as well as protecting against Wren and Six and Liliana, the Last Hope . I’ve played elves a lot and really like those cards.
2 months ago
4 months ago
Like the deck. I read the comments and noticed you want some feedback on coco vs lifecrafter's bestiary.
I have noticed that decks of this style struggle against control and midrange decks due to removal. So my comparison of the two cards will be done with these archetypes.
Coco is a great card and for the most part it is like Lingering Souls when you are up against control or midrange decks. The point of coco and souls is to make it hard for control and midrange to do a "1-for-1" strategy. This is how these decks win, by having coco you are making that strategy fall apart. You get two creatures and they will more than likely have only one answer. In regards to control, they have to counter it or they can end up losing real fast. Midrange decks have to hope to thoughtseize it or have the required removal to deal with your board-state since midrange usually relies on big threats in the mid to late game.
Bestiary is good against control. Since they will have targeted removal spells and counter spells you can still avoid being behind on cards by drawing off of the cast trigger. For midrange decks Shapers' Sanctuary is better since it turns removal into card disadvantage for your opponent.
I personally would stick with coco. It beats both strategies compared to being effective against one. Just my two cents on the subject. Hope this helped.
7 months ago
Here are some cards you might like: Beast Whisperer, Broodhatch Nantuko, Colossal Majesty, Deep Forest Hermit, Druid's Deliverance, Evolution Sage, Explore, Full Flowering, Gaea's Blessing, Garruk, Primal Hunter, Generous Stray, Giant Adephage, Gilt-Leaf Archdruid (pushing the budget, I know. Just thought I'd throw it out there),Hunter's Insight, Paragon of Eternal Wilds, Rampaging Baloths, Runic Armasaur, Sandwurm Convergence, Second Harvest, Selesnya Eulogist, Seton, Krosan Protector, Shapers' Sanctuary, Snake Umbra, Temur Sabertooth, Verdant Rebirth, Voice of Many.
Figured I'd give you a lot of different choices and you can pick through them for the ones you like.
What I would recommend you do with this deck is turn its focus into a cat and druid tribal deck that incorporates a lot of card draw and token generators along with populate effects. I feel it would bring a lot more synergy to your deck without increasing the price.
IF you ever wanted to break budget a little bit for this deck, I'd suggest maintaining the whole cat/druid/token themes and incorporating a little more of an enchantment focus with cards like Argothian Enchantress, Verduran Enchantress, Yavimaya Enchantress, Eidolon of Blossoms, and Setessan Champion. This would both boost your druid count a bit and your card draw significantly. These combined with enchantments like Beastmaster Ascension, Parallel Lives, Season of Growth and auras such as Keen Sense, and Sixth Sense, would net you a lot of value and power.
You might also consider cutting some of your lands like Blighted Woodland, Desert of the Indomitable, Slippery Karst, and maybe 1 or 2 forests, and adding in more ramp cards. I'd suggest maybe a Kodama's Reach and some artifact ramp like a Mind Stone, but I think you should focus most of your ramp on land auras like Wild Growth, Fertile Ground, Wolfwillow Haven, and Overgrowth. They'd be really nice if you ever decided to go down the Enchantress route.
I knooow this is long I'm sorry but I just see a lot of cool fun and potential in this deck of yours. :^) I tried to keep my recommendations budget but a few pricier choices might've slipped through. I hope this helps!