Shattered Sanctum

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Pre-release Legal
Standard Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Shattered Sanctum

Land

This enters the battlefield tapped unless you control two or more other lands.

: Add or .

DemonDragonJ on Check Lands or Slow Lands?

1 day ago

I have the shock lands in all of my decks (both EDH and 60-card), since they are the best dual lands available, given that the original dual lands are insanely difficult to obtain, and I also have the "check lands" (i.e., Glacial Fortress, Isolated Chapel, and so forth) in all of my decks, as well, because they are possibly the third-best cycle of dual lands in the game (although I feel that the "filter lands" may be a competitor for that title). For two-colored decks, the check lands will consistently enter the battlefield untapped (I honestly cannot recall the last time that they entered the battlefield tapped), but, in decks of three or more colors, they are less consistent; I would say that they enter the battlefield untapped anywhere from seventy-five to eighty percent of the time, but the few time that they enter tapped have proven to be very disadvantageous to me.

Therefore, with the printing of a new cycle of dual lands in the third Innistrad block, which most players are calling the "slow lands" (i.e., Shattered Sanctum, Deathcap Glade, and so forth), I am considering replacing the checklands in my decks with three or more colors with those new lands, since I feel that they are a better option.

What does everyone else say about this? Should I replace the "check lands" with the "slow lands?" Also, as long as I am asking that, it is obvious that the "filter lands" (i.e., Cascade Bluffs, Rugged Prairie, and so forth) are great for two-colored decks, but how are they in three-colored decks (I do not have them in my four- and -five colored decks)? What are your opinions on this matter?

magicbike on Isshin, Two Heavens as One

2 months ago

found some cards in my binders

i took out Commander's Sphere replaced for Orzhov Signet Deflecting Palm replaced for Feed the Serpent Eiganjo, Seat of the Empire replaced for Shattered Sanctum Invoke Justice replaced for Generous Gift

DreadKhan on Isshin, Two Heavens as One

3 months ago

If you want a cheaper $ option than Grand Abolisher (or would like another card that can do similar work), Wandering Archaic  Flip is a substantial tax on all opponent's instants/sorceries, but that tax matters most with countermagic, making everyone else's counters either very good (if you want the same thing countered for example), or very expensive (people usually consider Cancel unplayable for costing 3 mana). Archaic isn't as good at protecting your own stuff, but it's a way bigger effect generally.

You might also like Generous Gift over Disenchant, and I prefer Vanishing Verse over Fracture, but Verse is more of a competitive card maybe. Slayers' Stronghold might be nice, vigilance and haste are useful for WR.

For (potentially) untapped duals, there are a few cycles worth a look. Pathways are good (but no longer cheap unfortunately, they might go down after they rotate out of Standard though), Blightstep Pathway  Flip, Brightclimb Pathway  Flip, and Needleverge Pathway  Flip are all solid cards to keep an eye out for. Luxury Suite, Spectator Seating, and Vault of Champions are duals that usually come in untapped when it matters, and are considered among the best non-fetchable dual lands. You could try the new cycle from Innistrad, Haunted Ridge, Shattered Sanctum, and Sundown Pass are good as long as you're not running a low land count, 35 should probably work. While Sulfurous Springs is pricey, Caves of Koilos is cheap, Battlefield Forge isn't bad either, they're always untapped and by mid game you usually just use them for colourless and they have no downside. Concealed Courtyard, Inspiring Vantage, and Blackcleave Cliffs are very good, some are really expensive once again. Urborg, Tomb of Yawgmoth is a great way to make all your lands Swamps, handy for stuff like Cabal Coffers as well as just to fix your mana. Shadowblood Ridge is an untapped source of RB, which isn't a bad, but there is only the 1 in your wedge of colours, this land might be handy if you run a cycle where the RB land is really pricey.

Hope some of this is helpful, the deck seems pretty decent.

DemonDragonJ on How Many Dual Lands Should …

3 months ago

I am planning to soon build my first two-colored EDH deck, so I would like some advice for it. More specifically, it shall be a two-colored deck with Liesa, Shroud of Dusk as the general, and I am wondering how many dual lands I should put into such a deck.

Obviously, lands such as Godless Shrine, Isolated Chapel, and Fetid Heath are a given, but, after that, I am less certain. In any other deck, I would never include a lifegain tapland, but a deck such as this could take advantage of the life gained from Scoured Barrens. Vault of Champions and Concealed Courtyard are too situational, but I would have no problem with Shattered Sanctum; Tainted Field and Temple of Silence are nice, but nothing spectacular, and what about Silent Clearing? Is it good, or does War Room render it obsolete?

What does everyone else say about this? How many dual lands should a two-colored EDH deck contain?

MeatTornado on Angels

4 months ago

Hey, it's Dylan's friend, Justin. He asked me to weigh in on the list. So... Hello! The list looks very good, especially if it's your first time building a deck. Plus, Angels are always cool and fun.

If I was to offer any criticism, well, first even before I talk cards and strategy, I noticed the deck is labelled as being *Standard. It's not, but it is very close to being so. So you get to make a choice here. Do you want a deck that you could play against other people in a friendly, competitive environment or do you want just a fun deck to play casually that you wouldn't need to update? You are so close to the former, that I might just recommend that. But if you didn't want to do that, that's fine, too.

If you wanted a standard list you just need to replace the cards marked in red text. there are not many of them and some, I would recommend cutting altogether anyway. For instance, the one mana cards could go. Segovian Angel is an angel, but it's not very impactful and won't be worth the card if you draw it early or late. Soul Warden is an amazing card, but it only really excels when a lot of creatures are entering the battlefield (which your deck doesn't really support) or when cards are triggering by gaining any amount of life - Archangel of Thune is a great example of this, but your deck only has one. AND at that point, we might as well cut the non-standard cards. I would replace the Go for the Throat with Infernal Grasp and Vanishing Verse and I might go as far as playing 4 copies of each of those. I would play 4x Skyclave Cleric  Flip or Ambitious Farmhand  Flip (just to add some consistency with hitting land drops. Speaking of lands, definitely add some duals and maybe some utility lands. Emeria's Call  Flip Great Hall of Starnheim Brightclimb Pathway  Flip Scoured Barrens Shattered Sanctum Shineshadow Snarl Silverquill Campus Snowfield Sinkhole Are all in standard and you can choose how much $ you want to spend. I would settle on x8 dual lands and 0-2 utility lands from among those. I would also just play x4 Righteous Valkyrie, that to me looks like your best card and has the best synergy with the rest of the deck. The deck also looks soft to early aggressive decks... so I might consider adding in 1-2 Doomskar to help with that. Lastly, I might try to find room for a few of these cards, but they are more preference-based as I think they deck looks very playable already. I would try to jam maybe a few of these cards: Enduring Angel  Flip Starnheim Unleashed Haunting Voyage.

If you didn't want to worry about standard legality, I would find someway somehow to find room for some amount of Baneslayer Angel. Maybe a Linvala, the Preserver as a cool one-of and if you wanted to spend the $, Resplendent Angel seems like a perfect include as x1-x4 of.

Hope that was helpful! And... take what I say with a grain of salt, I'm not exactly what you would call an active Magic player.

Defied-27 on Niv-Mizzet Reborn Dragons tribal

5 months ago

Nice! Then regarding your manabase I would think about switching Goldmire Bridge for something faster like Shattered Sanctum to keep a little more momentum :)

Masterful on Necronomicon | Teysa Karlov | Primer

7 months ago

kirbysan Eloniel esperdeathblade Halestor19 Sorry for the late response! I should have the crimson vow update coming soon. For my thoughts on the cards you mentioned, Kaya, Geist Hunter is a bit win-more. Her +1 isn't useful, and her -2 is slow to use repeatedly. I'd run Anointed Procession over her if you want this effect. However, tokens aren't the main strategy of the deck, and she doesn't actually produce any on her own.

Morbid Opportunist and Welcoming Vampire, like Kirbysan said, don't have as high a ceiling as our current draw pool. It's nice they trigger off of tokens, but only drawing one card per turn is a bit slow compared to our other cards. They're great budget options to replace any pricy card draw though.

Haunted Library, being something we can't trigger ourselves, doesn't synergize much with the rest of the deck. It's nice in slow, grindy situations, but we'd prefer creatures we can sac immediately.

Shattered Sanctum is a fine budget replacement for any of our current lands, but we don't actually need more duals, especially some that conditionally enter tapped. The only land we have that can enter tapped is Fabled Passage and that's because it can generate value with Brought Back et al. With the amount of fetches we have, color consistency isn't a problem. I also wouldn't replace a basic with it, since we need our basics for Land Tax, Keeper of the Accord, etc.

Storm of Souls is the best card we're getting with this set. It does everything we want in a mass reanimation spell, and funnily enough, them turning to 1/1s is somewhat of an upside for Skullclamp reasons. However, I wouldn't replace Agadeem's Awakening  Flip for it. Awakening is played in a land slot since it's essentially a swamp with a small life tax that doubles as a huge reanimation spell. Not that I will, but I would replace a swamp over awakening any time. It's one of our best lands. I'm probably going to replace Command the Dreadhorde because we care more about reanimating our whole graveyard for no life than having the option to reanimate opponents' creatures. While we could play both, they fill the same niche, and we have tutors for when we really need this effect.

Persistent Specimen has a lot of potential. I'm on the fence about it. On the one hand, it's good redundancy for when our Reassembling Skeleton is lost or when we need to draw either. On the other hand, we have so many tutors that I'm not sure how much more we gain by running two of these. By costing 3 to reanimate, it requires an extra source of mana generation to go infinite, so I'm going to bench it for now.

Thanks for being patient and keeping up the discussion! I'll get the update out soon.

kirbysan on Necronomicon | Teysa Karlov | Primer

7 months ago

Personally I'm picking up the following from Crimson Vow: Shattered Sanctum, Kaya, Geist Hunter, Persistent Specimen, Storm of Souls. Not sure about the swaps yet though but I think Storm of Souls could replace Agadeem's Awakening  Flip. I've never used Agadeem's flipside for a land, it grabs everything from your graveyard, also makes them all Skullclamp targets and since we have no way to recur sorceries, it exiling itself doesn't matter much to us. I want to find a place for Kaya, Geist Hunter simply for the -2 ability since it's a cheap token doubler but no idea who to swap her out for.

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