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Tyrite Sanctum – Kaldheim MTG Review

Tyrite Sanctum
Tyrite Sanctum

Tyrite Sanctum – Kaldheim

Date Reviewed:  February 12, 2021

Ratings:
Constructed: 
Casual: 
Limited: 
Multiplayer: 
Commander [EDH]: 

Ratings are based on a 1 to 5 scale. 1 is bad. 3 is average. 5 is great.

Reviews Below: 



David
Fanany
Player
since
1995

Much do I know, more can I see
Of the fate of the gods, the mighty in fight . . .

If you told me that the God creature type would one day be a tribal deck in Magic, I’d have accused you of listening to Ratatosk’s flyting. The investment of mana and time to make a new god and then make them indestructible is fairly daunting, though I wouldn’t rule out pulling it off in slower casual settings. There’s also a little bit of island-duel tension in both of the Sanctum’s abilities: the newly minted god gets no protection right away, and most non-Kaldheim gods are already indestructible. It’s certainly a unique design, though, and I can see some value even in just distributing +1/+1 counters to various legends like channel-fire rings without end.

Now that we have a way to convert normal legends into gods, all we need is a way to ignite creatures’ spark and turn them into planeswalkers. Hey, if they can figure out a way to make contraptions work, they can do that too!

Constructed: 3/5
Casual: 4/5
Limited: 3/5
Multiplayer: 3/5
Commander: 4/5


 James H. 

  

While indestructibility may not be the hallmark of every God these days, Tyrite Sanctum can help that somewhat. The ability to stick a permanent buff onto a legendary creature is also quite underrated, particularly since it’s repeatable, though the main attraction is being able to make any God indestructible. For six mana split up over two turns, you can turn any legendary creature into an indestructible God, which is cute and flavorful enough, though not insurmountable for an opponent.

Tyrite Sanctum is an interesting card; I think it’s better for its first ability, but there are plenty of tricks you can pull off if you’re careful and willing to put in the legwork. It also can pair well with On Serra’s Wings, if you really want to make Tarmogoyf into the indestructible Lhurgoyf God it deserves to be. That said, I think this is more “cute” than “good”, but Commander will definitely be a place this shines.

Constructed: 3.5 (not completely sold on it yet, since it is slow, but it has some legs)
Casual: 4.5
Limited: 4 (more for the second ability than the third one, but being able to continually pump a creature with counters is a great way to end a game)
Multiplayer: 3.5 (it can target any legendary creature or God, so there’s room for politicking)
Commander: 4.25


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