Back:Sanctum of the Sun
|Commander / EDH||Legal|
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|Rivals of Ixalan (RIX)||Mythic Rare|
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, : Draw a card, then exile a card from your hand. If cards with five or more different converted mana costs are exiled with Azor's Gateway, you gain 5 life, untap Azor's Gateway, and transform it.
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|Have (7)||TheLazyGrim , brentkc49 , philktoken8998 , Bluboltar , Mortiferus_Rosa , BobJeph , PTsmitty|
|Want (7)||angelx , bolke , Georgez96 , Der_Schwarzritter , eleventhend , Suns_Champion , LTmiller|
Azor's Gateway Discussion
1 week ago
Fixing card links for flip cards in above comment:
1 week ago
Deck needs to be updated with current state in paper.
1 week ago
You may want to consider putting Azor's Gateway Flip in here. Once it flips it can produce absurd amounts of mana and can help you pay for a lethal Exsanguinate, or Debt to the Deathless, or just a huge Death Grasp.
2 weeks ago
Personally I feel like I would want Kambal, Consul of Allocation as the commander over Obzedat, Ghost Council. Kambal costs less meaning you can get him out earlier, and his trigger can happen many times in one turn cycle whereas Obzedat can only drain once every turn cycle. Kambal seems to be the better choice to me, but it’s up to you.
Exquisite Blood would be a great card here if you ever are looking to expand the budget. It’s pretty expensive but it’s very good, and it makes an infinite combo with Sanguine Bond to immediately win you the game.
You could also use cards such as Necropotence and Phyrexian Arena to get some extra cards off your high life total; both these cards are incredibly strong, especially in decks with some lifegain to mitigate their (relatively small) downside.
Azor's Gateway Flip (flips to Sanctum of the Sun) could also be a stellar inclusion here. Since you’ll be gaining lots of life you can generate absurd amounts of mana with the Sanctum and then you could use it with Exsanguinate or Debt to the Deathless to finish off the game.
3 weeks ago
I do appreciate the deck tech. I'm watching it now and I look forward to hearing your thoughts on it. A minor note, you did forget to link the list in your description. Once that's resolved I'd be happy to link your video on my Primer.
As to your suggestions (here, not those in the video):
I concede that I dont have great reasons for not playing Basalt Monolith other than not wanting too many cards that do the same things, and the ones I have to full those roles being preferable to me and the way I play Kurkesh, but my results validate my preferences to me. That said it's by no means bad to have if you have one and find something you're willing to cut.
Gemstone Array is a little slow for the way I play Kurkesh. I'm not big on batteries as a matter of principle. But then again, my playgroups have gotten used to Kurkesh, so I have to play quickly and carefully to keep up my record, so spending time and space on that kind of slow-roll filter is not ideal. Even Azor's Gateway Flip is not guaranteed to stay in, it's just more reasonable in terms of mana cost for casting and for activating, with a huge reward.
The only reason Paradox Engine isn't here is because the way I play Kurkesh, I'm not casting many spells. Most of my interaction is using the abilities of a few artifacts over 4 or 5 turns until I can search out or cheat out the primary combo, and then prefeably get Planar Bridge, which doesn't cast the cards it searches. If one were playing more of an eggs build, or intentionally avoiding using the primary combo, it's absolutely an auto-include. But it's not for my Kurkesh.
And lastly Foundry Inspector, like most artifact cheapeners, does too little for too much. Again, most often I'm not casting very many spells. I play my hand over a few turns, then use what I have on the board to facilitate achieving the primary combo in some fashion. Spending my turn 3 to make my turn 5 (as turn 4 is more often than not spent just casting Kurkesh) faster doesn't do very much, because either I've played most of my artifacts already as they were cheap, or they're 5-6 drops so I can't play multiple in a turn anyway. He's by no means a bad card to include if you feel you need it, but he just doesn't fill the niches I need filled, in my experience.
1 month ago
I know it's not technically a tribe, but I thought doing a "Kicker" Tribal deck with Hallar, the Firefletcher would be an interesting challenge.
Werewolf tribal would also be interesting, with Ulrich of the Krallenhorde Flip as Commander. Or you could go super janky and add blue to use March of the Machines and Arcane Adaptation to transform artifacts like Azor's Gateway Flip with Moonmist or Waxing Moon.
1 month ago
Hey, with Hailfire it's helpful to have ways to make a lot of black mana. Being able to pump a large amount of black mana into a Hailfire can win games on the spot. Consider adding Azor's Gateway Flip and Cabal Stronghold? Gateway flips into Sanctum of the Sun which is a land that can make a lot of black mana. Cabal Stronghold is another very good land for mono black with Hailfire.
1 month ago
Here's a list of cards that seem underwhelming or out of place.
Azor's Elocutors: Flavor's great and all, but this is a 5 drop that doesn't affect the board. You then need 6 turns after it drops to win the game
Sphinx of Magosi: Below average beater, below average draw engine, combined it's just ok
Sigil of the Empty Throne: Another 5 drop that does nothing on its own. Completely dependent on casting enchantments, of which you don't have a huge number that's only gonna get smaller as you make cuts
Soul Barrier: 2 damage is a really minor price to pay in EDH
Starfield of Nyx: Another slow 5 drop enchantment. To get value out of it takes turns, and the potential targets aren't exactly massive bombs
Sphere of Safety: Unless a third of your deck is enchantments odds are this is just Propaganda that costs more to cast
Azor's Gateway Flip: I kinda dig the looting in a 2 drop. If you were to keep any of these cards this would be the one I like the most. But it takes 5 turns to go off, and it's liable to get popped if you start pitching useful cards toward flipping it
Spellbook: Without metalcraft, storm, or any other effects to play off of its 0 drop nature it's just a really underwhelming card for the slot
Venser's Journal: 5 drop that doesn't affect the board or offer any sort of card advantage
Approach of the Second Sun: 7 mana to gain 7 life. Then a turn to untap, draw into it (assuming commander is out and you have the mana or other effects to dig that deep), and another turn to untap and play it again. As far as win cons this isn't the worst there is, but I can't help but feel there are better options in the 7 drop range
Beacon of Tomorrows: This is a card for a deck that's leaning heavily into extra turns and cheating spell costs, neither of which your deck really does
Alhammarret, High Arbiter: Really underwhelming ETB for a 7 drop, especially in multiplayer when you have 3 opponents worth of threats and you can only name 1 card
Of course none of these cards are truly bad, easy cuts, otherwise they wouldn't be in your decklist in the first place. Cuts like this are hard, and odds are you probably really like some or all of these cards. This is my take on some of 'em, and if you wanna keep them just look at the rest of the deck and ask "if not this card, then what?"