Black Sun's Zenith

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2014 (C14) Rare
Mirrodin Besieged (MBS) Rare
Mirrodin Besieged: Phyrexia (MBP) Rare
Promo Set (000) Rare

Combos Browse all

Black Sun's Zenith

Sorcery

Put X -1/-1 counters on each creature. Shuffle Black Sun's Zenith into its owner's library.

Price & Acquistion Set Price Alerts

C14

MBS

MBP

Ebay

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Black Sun's Zenith Discussion

Epicfuzz45 on Tyrannical Brooding

20 hours ago

Hello, I'm the one that you commented on my Sidisi Deck and I'm here to check out your version of Sidisi. By your deck description, it sounds like we based our decks on the same philosophy of gaining an absurd amount of value through the graveyard. I'll go over some cards that I think you should take out and add. I'm brutally honest about deck building, since there are so many potential cards to add to a commander deck and it's difficult to take out cards, especially when your deck has already been established.

I'm guessing by your card selection that you are on some kind of budget since the deck is around $200 (which is pretty cheap for a commander deck) or by what your description says, you are making sure your deck isn't too OP, so I'll only suggest cards that aren't absurdly expensive like Crucible of Worlds.

Creatures: There is a kind of secret rule w/ Sidisi that you want to have at least 33 creatures in the deck, so on average, she mills at least one creature when she enters the battlefield or attacks, so I'll try to abide by that rule when giving my suggestions.

Dungeon Geists- just a generic control creature, it doesn't have any synergy w/ the deck aside from being a creature.

Kheru Lich Lord- I think Whip of Erebos is strictly better, it costs 2 less mana, gives all your creatures lifelink, and brings back a creature w/ haste for a turn (although it doesn't get flying & trample). Whip of Erebos has less synergy w/ the deck, since it's not a creature, but I think it's sheer power out ways the potential synergy.

Mold Shambler- Reclamation Sage is a strict upgrade to this card, costing half the mana and being able to be triggered if it hits the battlefield from the graveyard, although it doesn't hit lands, if you need it to hit lands, use Acidic Slime instead.

Omnibian- A funny card, but doesn't have any synergy w/ the deck aside from being a creature.

Lands:

I personally avoid "enters the battlefield tapped" lands as much as possible (I'd rather play a basic lands over guildgates), but I'll just suggest interesting lands that are cheap price wise that you could add.

Barren Moor, Lonely Sandbar, & Tranquil Thicket- all have great synergy w/ Life from the Loam, you might think it's silly to take up three land slots for mediocre lands just for synergy w/ one card in the deck, however when you play the deck w/ these cycle lands and you can get the combo going (I usually am able to use it most games, because I mill so much of my deck) you'll see just how powerful a infinitely recurring value engine can be.

Bojuka Bog- It looks like you don't mill your opponents, so I don't think this card will be as useful to you as it is in my deck, however I usually play this card in every deck I have that runs , just so I have some way to interact w/ my opponents' graveyards.

Drownyard Temple- Being able to ramp at instant speed when you have an extra 3 mana laying around is really efficient, especially since the only cost of this card is that it only produces mana.

Exotic Orchard- This card is usually another Command Tower in deck running three or more colors of mana, it is especially true in since those colors are the most powerful and popular in commander. (It's also incredibly cheap price wise).

High Market- Protects your creatures from control magic and exile effects, seems like it's no big deal, but when every deck running has Path to Exile & Swords to Plowshares, it's usefulness begins to shine.

Sunken Hollow- Is an excellent 2-color budget land.

Alchemist's Refuge- I'm not a big fan of this card, I'd only think about running this in a heavy control deck, if you are really desperate for this ability you could use Leyline of Anticipation and/or Vedalken Orrery instead.

Other cards:

Mystic Genesis- I refuse to use counterspells that are more than 3 mana for a good reason, you can't just have 5 mana open without A. falling behind because you could of cast something to progress you board instead of keeping 5 mana up and B. making it super obvious to the other players that you have some sort of interaction, which they may play around. I thinking replacing it w/ either Arcane Denial or Counterspell will be a good choice.

Plague Boiler- Not a fan of obvious board wipes that your opponent's can play around (or could just remove w/ a Nature's Claim), I'd recommend Cyclonic Rift (which you should be automatically playing since you have in your deck) instead if your worried about nonland permanents, however if it's creatures that your worried about, I'd run a board wipe, like Toxic Deluge, Damnation, Life's Finale, Living Death, Decree of Pain, Black Sun's Zenith, or Crux of Fate.

Darksteel Plate- You should get rid of this card, this is a graveyard recursion deck, you don't care if your creatures die, it's one of the strongest assets of the deck.

Sultai Banner- The banners are awful, Commander's Sphere is strictly better, however I'd run Sakura-Tribe Elder instead since this is a creature heavy strategy.

Vraska the Unseen- She is a random planeswalker to have in this deck, personally I'm not a fan of planeswalkers in commander since the other three players will usually team up to kill planeswalkers that you have, the only good modes on her are her -3 (which if you want that just run Beast Within instead) and here ultimate, when judging planeswalkers, you can't judge them on their ultimates, they are so difficult to get to, so you almost have to assume they don't exist.

Important Cards you should add:

Eternal Witness- The best recursion on a creature in commander for .

Phyrexian Reclamation- One of the best recursion enchantments in commander.

Swiftfoot Boots & Lightning Greaves- This deck doesn't have , so haste is hard to come by, and these two cards both protect your creatures and gives them haste, a much appreciated ability in a creature heavy deck.

Sol Ring- It's Sol Ring! (I'm guessing that you don't have this card in your deck, because you think it's too OP, but I'd feel foolish if I didn't suggest it).

TeferisBitchboy on Kess, Duel Commander

1 week ago

I'd cut both enchantments and put in a Preordain and Mana Leak / Negate. More importantly though, you could use another solid boardwipe or two. Obviously Damnation is the need here, but if you don't have one, Sudden Demise, Black Sun's Zenith, or Bontu's Last Reckoning? Feels really important to have a couple of hard wipes to be able to Intuition.

Rivenor on Hapatra, comin' atcha!

2 weeks ago

goaliciousSadly Grind / Dust cannot be played in this EDH deck due to color identity.

I have been having some great fun with Hapatra myself. Here are a few budget (under 10$) suggestions for you:

And there are lots more but this should give you plenty to start.

Romer on One with Nothing

2 weeks ago

Good thinking Perpetual! I've got Mutilate in here for the same effect of getting around indestructible creatures - I'm hoping it'll do the same job for less mana than Black Sun's Zenith would cost me. Since I'm in mono black, typically I have enough swamps to finish off the creatures I need to. I'll see if Mutilate does the trick and if not, rotate it out for a Black Sun's Zenith.

@Infiniteomniscience: I love the art on Wit's End but it's so expensive to cast and it only targets one player - which is less ideal in EDH. I think I'll pass on it because by the time I have to cast it, I've probably already reduced my opponents to only a couple cards left in their hand and 7 mana to make them discard 2-3 cards doesn't seem worth it.

goblinguiderevealpls on Nekuzar's Wheel Empire

2 weeks ago

Yes she would.

I bought the precon solely to add her to my list, shes like an additional/budget Snapcaster Mage

I used to run Black Sun's Zenith but I found it to need way too much mana to work as intended, i would replace it with Toxic Deluge, as its only 3 mana and the life you pay is almost always less than the combat damage you're avoiding

Same with dragon mage, chasm skulker and kederekt parasite, theyre both good but mage is way to heavy on mana and usually doesn't make it to combat, same with jace's archivist, although he is insane ive found my opponents never let him use his ability

Kederekt is great, but many games my opponents just kill off my red devotion to nullify it

Black vise is decent, but focusing on global damage is usually better, since wheels and Underworld Dreams hit every one of your opponents

Howling mine and font arent bad on paper, but usually end up beingba free Phyrexian Arena effect for opponents and draws them into answers to your pain spells

Dynamo is also good, but id cut those 4 artifacts in favor of the signets/talisman for ramp and colored mana filtering

Dreadbore isnt a bad card, but its relatively low impact in multiplayer when you could cast an Evacuation, Blasphemous Actor punish heavy creature threats potentially for lethal with Rakdos Charm and/or Deadly Tempest

Finally, Spiteful Visions and Phyrexian Tyranny type of draw hate are very strong, but after playing both ive found that you die to the damage more than opponents due to draw engines such as Consecrated Sphinx or Waste Not

To make a long story short, i would cut many of the creatures that dont draw you cards or deal damage without any conditions, along with any single target spells excepting countermagic, i would replace them with more creature board wipes since that is the deck's main weakness, along with colored mana rocks to ramp into your enchantments and wheels faster, and the rest i would eventually add the very few wheels you are missing

Winds of Change,Wheel and Deal and Memory Jar are the ones worth mentioning

Hope that helps

Perpetual on One with Nothing

2 weeks ago

I'd recommend Black Sun's Zenith as a sweeper since it gets around indestructible.

Raging_Squiggle on When the store owner doesnt ...

2 weeks ago

Indestructible is defined as:

702.12b A permanent with indestructible cant be destroyed. Such permanents aren't destroyed by lethal damage, and they ignore the state-based action that checks for lethal damage (see rule 704.5g).

Damage doesn't reduce the toughness of a creature, but simply remains marked on that permanent until the cleanup step. The only things that reduce toughness is negative buffs (Dismember, Night of Souls' Betrayal), and negative counters (Black Sun's Zenith).

After Dismember, Oketra the True will be an indestructible 0/1 creature with 2 damage marked on it until end of turn.

Also, don't be so quick to bad mouth other people, because you may be the one that ends up in the wrong, which would be embarrassing.

DemonicDuck on Orzhov peace keeping

3 weeks ago

I'm liking the suggestions so far and I would like to address a few things.

1.This deck is supposed to be a political grouphug deck with a bit of groupslug to keep things under control. More groupslug suggestions will definitely be helpful.

2.I'm keeping Crypt Champion since the deck is somewhat grouphug and brings back creatures to the battlefield rather than to the hand. Like a worse version of Exhume. Thankfully there are enough creatures with mana cost less than 3 (including daxos) to justify keeping it in. With this in mind, I should probably add Relic of Progenitus since the opponent can choose creatures.

3.I forgot to add Tainted AEther and Last Laugh, thank you for brining those up.

4.I don't think I have enough damage sources to justify Death Pits of Rath. Similar issue with Waste Not.

5.Since aggro could be an issue, Black Sun's Zenith, Illness in the Ranks, and Virulent Plague will probably have to go into the deck.

And finally, 6. I'm trying to add a mini theme of enchanting my opponents creatures to encourage them to swing at other opponents. Harming your arms dealer isn't always the best idea after all. :)

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