Tyrite Sanctum

Tyrite Sanctum

Land

: Gain .

, : 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.

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Tyrite Sanctum Discussion

DreadKhan on Tiamat semi-competitive

5 days ago

I tend to run a higher land count in my 5 colour decks (37-39 feels 'normal', your more competitive mana base would allow you to run less and still fix reliably, but I'd hesitate to go below 34 with a 7 MV Commander). As you're not at the full size for your deck, you have room to throw in some lands, and since opponents sometimes run effects that have 'find a Basic', you might want one of each Basic. Rampant Growth (and Expedition) has to find a Basic Land, so you should either add basics or switch it with Nature's Lore or Wood Elves.

I feel like a few more creatures would help, Birds of Paradise is a good ramp source, Ignoble Hierarch is a slightly worse one, and Tireless Provisioner offers a potentially better Lotus Cobra (you could use both IMHO). Very good if you run enough Fetch lands obviously. If you run both, you probably want all 10 Fetch lands, and might even run Krosan Verge, which is great with Triomes anyways. Really $$, but Urza's Incubator is a strong card in Dragons, even your Commander benefits. Really weird, but I guess Herald's Horn and Descendants' Path are pretty sweet. If you can get your creature count in general high enough, Lurking Predators can bring out multiple dragons per turn cycle, and when it doesn't find a creature you still get to scry. Dragon's Hoard, and Dragonspeaker Shaman are probably solid includes.

You probably want some card draw in here, but if you use Tiamat as your Commander over Ur-Dragon, you probably don't need Rush of Knowledge, but Stinging Study still draws a hand's worth of cards for 5 almost regardless of where your Commander is. Garruk's Uprising would probably fit. Due to having lots of big creatures, Return of the Wildspeaker is probably not bad, and Overwhelming Stampede might be good enough to close games for you.

You probably don't want to run stuff like Land Tax or Gift of Estates with actual Green ramp, if you have access to Green, you usually are better off running Green ramp over Gift of Estates type spells. YMMV!

Counterspell is a risky card to run in a 5 colour deck, it's hard to have UU mana up to cast it. Does it mostly deal with creatures, or protect vs wipes? Swan Song and Arcane Denial are both cards worth a look, the new An Offer You Can't Refuse might be interesting as well. I personally like 1-3 counters in my 5 colour decks, with competitive decks running more, overly Casual ones might run just 1 as a wildcard. Negate is much easier to cast I expect, and thus you're more likely to have the mana up.

If you are interested, Tyrite Sanctum can give Tiamat an Indestructible counter right away since she's already a God. Not sure if you care about keeping her out though!

Coward_Token on Streets of New Capenna

1 month ago

Oh, look at these new commander cards which I've definently never seen before.

Beamtwon Bullies: Surprised it isn't just an optional at-opponent-upkeep-trigger

Tivit: idk why this so expensive, or why it doesn't draw instead of investigate at that cost. IMO there's not enough voting cards to make this fun. Also, for cards like Tyrant's Choice, if everyone else votes for something else, you'll lose even with the extra vote.

Denry Klin: Meh, on its own it's very underwhelming. Yes, you can hand out indestruble counters like candy with Tyrite Sanctum. Some non-keyword counters like Oblivion Stone could be interesting

Bess: heh, weenie commander. Kinda wish it worked for 0/1s too. Has the dreaded "one or more" templating, without the redeeming "that many" addage, so you'll have to stagger token creations to make her big efficiently. Note that it's just base p/t, so you're still free to add other anthem effects

Turf War: I like the design a lot, but it's a bit expensive for the hoops you got to jump trough. Obviously the dream is to boop everyone at the same time to ramp yourself by three. Hope you got some pillow fort!

Rain of Riches: Prosper is having a bit of a field day

Mezzio Mugger: a bit too expensive to either hardcast OR Blitz imo

Smuggler's Share: each end step? And not just the opponent who's turn it is? Oh my.

Lethal Scheme: Not too bad, in a mono-black zombie deck you could cast this for free with convoke

In Too Deep: Meh, I like Aura removal for disabling commanders, this just adds another commander tax

Jailbreak: ANY kind of permanent

Aerial Extortionist: more white card advantage, quite cute, if a little expensive for how fragile it is

Grand Cresendo: Alright! Never mind the tokens, finally mono-white gets an anti-wrath Instant for two mana

Excess: I like rewards for go-wide combat, even if you can still just Dockside for similar results

Seize the Spotlight: Aggresively costed red mini-Expropriate, kinda! Quite powerful for late game mehthinks

Cute that escape, extort and cipher all made a cameo here

glhfJKiHax on Vorinclex loves to count (Goal 95% Comp.)

1 month ago

Deck looks great. One suggestion that I’m playing with in mine currently, that I don’t see on your list, is Tyrite Sanctum. Does fun things especially when you can move the indestructible counter around with The Ozolith should anything happen to the creature it’s on. And it makes easy +1/+1 counters

DreadKhan on green machine

1 month ago

Hey, I think I understand you correctly when I say you want more utility/non-basic lands you can use in here? Do you have a budget in mind?

First off, I personally don't love Arcane Signet in a mono-Green deck, that shouldn't hurt to remove as a start? Sol Ring is probably good enough to keep. As for some non-basics you could look at, Wirewood Lodge is a good Elf land, Gilt-Leaf Palace is a good land maybe, not too cheap though. Tainted Wood might work, I'd consider Blighted Woodland, Tyrite Sanctum can make your Commander Indestructible, Mortuary Mire or Witch's Cottage can get you back a creature, I like to include bounce lands like Guildless Commons in decks short on lands (they count as 2 drops effectively), Nephalia Academy is probably useful if you face discard decks (bad if not though), Woodland Chasm can be found with Wood Elves (but comes in tapped unfortunately), Mosswort Bridge is a good Green land on a budget, War Room is a good one if you're splurging, Castle Locthwain can draw as well, but it's clunkier than War Room most of the time, Jungle Basin might be fine as a bounce land if you've got lots of basic forests, Castle Garenbrig has potential relevance, Buried Ruin can get back an artifact (if you add Vanquisher's Banner, or Staff of Domination, which combos very well with Elves), Scavenger Grounds can exile graveyards, and Bojuka Bog exiles 1 graveyard when it enters.

If you end up liking basics more than you expect, you could also go low on non-basic lands and use Primal Order, which can cause some decks considerable grief. I'll check in later, hope these give you something to think about at least!

DreadKhan on Sarulf Voltron

1 month ago

Tyrite Sanctum can give Sarulf an indestructible counter, as can Daring Fiendbonder, but it might be hard to get that one into your graveyard. Witch's Clinic might be nice if Sarulf gets big. Other stuff that gives an ability counter might also be worth a look, Titanoth Rex for Trample, but Indestructible is a particularly useful ability in a deck like this. Culling Ritual might be a good way to get under Sarulf and grab a bunch of +1/+1 counters, especially if people run lots of tokens in your meta.

Not sure it's wise, but it'd be hilarious to throw in a Worldslayer for Sarulf to use with Darksteel Plate or some other indestructible source, it's pretty strong if you can set it up. It's also funny imagining a big wolf clamping a human-sized sword between his teeth.

I could be wrong on this too, but I feel like you probably want some ramp sources that put lands into play, Green has tons of ways to do that. If you're really that concerned about cards being 1 dimensional (and being potentially dead), you can run Wood Elves, Farhaven Elf and Springbloom Druid to get lands into play while also offering a blocker I guess?

I like the idea of adding more defensive spells, very cool and challenging Commander to build.

DreadKhan on Kosei's Got a Gun

3 months ago

Would stuff like Tyrite Sanctum and Witch's Clinic fit in here? Not sure if you run into theft effects, but Homeward Path might be nice in a deck very dependent on one creature. With a Commander this easy to cast, Opal Palace might even fit.

multimedia on Dino Breath

4 months ago

Hey, good start, nice Atla Dino version.

When you start to make modifications consider adding more low CMC noncreature ramp? Arcane Signet, Fellwar Stone, Farseek. The Farseek suggestion goes with some budget land upgrade suggestions: Cinder Glade, Canopy Vista and Alpine Meadow. These lands have two different basic land types which can be searched for by Farseek. When land ramp can get a dual land instead of basic land(s), that helps color fixing.

Quartzwood Crasher is one of the best Dinos since it can create an army of Dinos with trample by itself because it has trample and it's $2. Of course if you have more creatures who have trample then Quartzwood becomes much better esepcially with Ghalta, Primal Hunger. Garruk's Uprising gives all creatures you control trample and it also can be repeatable draw since each time a Dino ETB or Dino token that's created that's 4 or more power you draw a card. Uprising is just plain good with Dinos because most of them have 4 or more power.

With Mirror Entity more effects to give Atla a +1/+1 counter are helpful and you can get more just from budget lands: Tyrite Sanctum, Opal Palace, Forge of Heroes. Sanctum is best of these three because it can be repeatable and you don't have to cast Atla with it. When Sanctum has made Atla a God it can be saced to make Atla indestructible which is really helpful against the majority of board wipes and targeted removal. High Market is a land sac outlet. Crop Rotation can instant tutor for one of these lands, put it onto the battlefield or sac a basic land to get Command Tower.

Fanatical Devotion is more protection for Atla and it's a sac outlet for Eggs.

Good luck with your deck.

multimedia on commander horde

4 months ago

Hey, you're welcome.

Some advice for the first thing to consider changing is adding a few more lands since 32 is low amount. Try adding two utility lands and 1x more Swamp for 35 lands?

  • High Market: sac outlet.
  • Tyrite Sanctum: repeatable way to make Wilhelt bigger by putting +1/+1 counter on him. After it's put a counter on Wilhelt it can be saced later to make Wilthelt indestructible.

To add three more lands consider cutting a few of the lesser nonZombie cards such as Mind Rot, Hideous End and Weave Fate?


Some budget Zombie upgrades to consider:

Some budget nonZombie upgrades to consider:

Undead Augur, Dreadhorde Invasion, Fleshbag Marauder are in the precon.

Death Tyrant has a powerful repeatable effect with Wilhelt and decayed. Any creature you control that attacked and dies while in combat you create a 2/2 Zombie. When decayed Zombies attack they're saced at the end of combat step. At the end of combat step decayed Zombies are still attacking therefore with Tyrant when they're saced you create a 2/2 Zombie for each one.

With Wilhelt and a sac outlet such as Carrion Feeder you attack with your Zombies and then sac them in combat to create 2/2 Zombies and decayed 2/2 Zombies from Wilhelt. On your next turn you attack with all the 2/2 Zombies and decayed Zombies and while in combat sac them again to make 2/2 Zombies and decayed 2/2 Zombies. Death Tyrant lets you repeatedly recycle all attacking decayed Zombies into 2/2 Zombies that don't have decayed. This recycling results in a lot of die triggers which Zombies can take real advantage of with many different die effects.

Hope this helps and if you have any questions about these card suggestions, ask here.

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