Tyrite Sanctum

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Legality

Format Legality
1v1 Commander Legal
Alchemy 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
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Tyrite Sanctum

Land

: Add .

, : Target legendary creature becomes a God in addition to its other types. Put a +1/+1 counter on it.

, , Sacrifice Tyrite Sanctum: Put an indestructible counter on target God.

hybridv21 on Ramos and the God's

6 months ago

Check out the new shrines if you want to add more shrine tribal, they're so cool!

I've mentioned in other comments about mana bases and ramp so i won't waste your time repeating it here.

seeing the gods, make sure you have The World Tree and keep an eye out for all the new gods we got recently, as well as Tyrite Sanctum and the deck could use a bit more ramp to account for all these big costs, other than that, an army of gods is a strong way to win and this looks great!

multimedia on Liesa but Angels

6 months ago

Hey, good WIP for Angels, nice Avacyn and Tithe.

When you break it down to the very basics of what you need for Angels it's three things: Angels, ramp and draw. Angels because you want to cast/attack with Angels, ramp because you want to be able to consistently cast your higher mana cost (4+ CMC) Angels and repeatable draw because you want to keep having Angels in your hand to cast. The better Angels you want to attack with, including Liesa, have a high mana cost, without more ramp you'll have a more difficult time casting them. Consider more lower mana cost (1-3 CMC) ramp and more repeatable draw sources?

In my opinion, a good rule for casual Commander deck building is having at least 10 sources of draw and at least 10 sources of ramp, allocate deck room for these. These are the most important two effects to have for smoother gameplay. Better overall gameplay makes playing Commander more fun since you'll get less frustrated with how your deck is running. Consider cutting a few of the lesser power cards compared to other cards here for more ramp and draw?

Add:

Cut:

Some land upgrades to consider that are within the budget for the manabase: Caves of Koilos, Fetid Heath, Shineshadow Snarl, Great Hall of Starnheim, Tyrite Sanctum, Vault of the Archangel, Soulstone Sanctuary, Path of Ancestry

I hope this advice is helpful and I offer more if you're interested, about the potential adds/cuts I've suggested.

SufferFromEDHD on The Abyss

1 year ago

Cabal Interrogator tech! Well played. Ill-Gotten Gains is my Tergrid tech.

That Maze of Ith needs Urborg, Tomb of Yawgmoth.

Deserted Temple is always nice alongside utility.

Tyrite Sanctum Tergrid wears a target. This solves most problems.

Blighted Fen perhaps.

RufusTheGrufus on Gonna Need A (Myrkul)

1 year ago

Okay, Necramus, as promised here are some 'spicy' suggestions for you to think about:

-Yawgmoth, Thran Physician: A creature-based sac outlet, source of card draw, and a way to incrementally whittle down opponent's creatures; I really like Yawgmoth in Myrkul personally.

-Similarly, while I see you are running Viscera Seer, you may also benefit from running other creature-based sac outlets such as Yahenni, Undying Partisan or Carrion Feeder. Fanatical Devotion is another interesting sac outlet I've considered running but haven't taken the time to playtest yet.

-Syr Konrad, the Grim: triggers twice, once when your creatures die, and also when you exile them to make enchantment tokens with Myrkul.

-Ondu Spiritdancer: With Myrkul, Lord of Bones and Grim Guardian on the battlefield, playing Ondu Spiritdancer and finding a way to kill it will infinitely ping all opponents to close out the game.

-Tyrite Sanctum: Offers a backup way to give Myrkul indestructible

-Windborn Muse: Build-your-own Ghostly Prison on a creature with Myrkul

-Loxodon Gatekeeper: Build-your-own Kismet on a creature with Myrkul

-Stinging Study: offers a big burst of card draw while also lowering your life total to make Myrkul indestructible.

-Options like Plumb the Forbidden and Deadly Dispute could be fun to both sacrifice creatures to turn into enchantments with Myrkul as well as generate card advantage.

In my tinkering around with Myrkul I can definitely relate to wishing that you could run more than 100 cards; I had the same problem with both Myrkul and Anikthea! They're both pretty open ended and also lean into super supported strategies, (enchantments, graveyards, tokens), so there's an over abundance of fun cards to build with; and ultimately I just ended up messing around with multiple builds for both of them. Overall I think your deck looks like a lot of fun to play, +1 from me!

ToastedBagl on The Saga of Tom Bombadil

1 year ago

Tyrite Sanctum would make Tom Bombadill instructible.

The Mending of Dominaria would allow you to play lands from graveyard and/or fetch lands. Also Evolving Wilds and Terramorphic Expanse. It also helps if they destroy your Hall of Heliod's Generosity.

Maaloufler on 7 lands? Good!

1 year ago

Cool deck. Some creature options you might want to consider Cultivator Colossus for a beater, Wild-Field Scarecrow can act as a second Armillary Sphere, Ashaya, Soul of the Wild can help combo for infinite mana with Magus of the Candelabra.

With all the excess mana you're going to be making Jinxed Choker, Goblin Cannon, Rocket Launcher, and Magma Mine are pretty tempting to one shot an opponent.

Protection for your commander can come in a few forms. You're already running a great one, That Which Was Taken. Tyrite Sanctum, can give your commander indestructible. Heroic Intervention can help as well. If you're worried about targeted exile cards like Tamiyo's Safekeeping, Autumn's Veil, and Veil of Summer can help protect.

SufferFromEDHD on The True God of Mill [[The Ancient One EDH]]

1 year ago

Dread Return on theme reanimation.

Increasing Confusion on theme mill.

Mass Diminish helps you overrun.

Siphon Insight not on theme but still neat tempo removal.

Tyrite Sanctum commander tech.

MrHighscore on Annihilate with Rocks

1 year ago

@Profet93

I'm still assembling the deck (expect the last pieces to be in my hands this week)

Ad 

  1. I like Mazemind Tome, but will need to playtest it before making a cut call on that. If that goes out, I'll probably replace it with Rise of the Eldrazi.
  2. Don't want to get rid of Karn Liberated. I like him, and I have a borderless version I want to see table time.
  3. Blinkmoth Well, does not seem that important to me. Arch of Orazca is for sure a cut candidate. Could make room for Sensei's Divining Top.
  4. Yeah, no change
  5. Not win more. Adds a nicely scaling ramp at X >7, would not be without it. Voltaic Key combo is just a bonus, but cutting it would reduce value of adding Voltaic Key in the first place. 
  6. Not going to cut Rogue's Passage. I feel I owe the table (and myself) some way to make those Eldrazi count! But I may be able to drop lands, just not too happy about it
  7. Budget is not a real concern, and I do have a metalworker somewhere. I don't think it will add enough to the deck, as I want my artifacts on the table and not in hand. 
  8. Drownyard Temple is for sure not important. Can also do without Sanctum of Eternity though. 
  9. I can't really find a good use case for Rise of the Eldrazi. I do think Artisan of Kozilek carries its weight with Annihilator 2. But could be a valid swap. They are both candidates for swapping in ulamog, the ceasless hunger

I guess potential changes could be:

Other thoughts:

Cheers

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