Blue Sun's Zenith

Blue Sun's Zenith


Target player draws X cards. Shuffle Blue Sun's Zenith into its owner's library.

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Printings View all

Set Rarity
Masters 25 (A25) Rare
Commander Anthology (CM1) Rare
Commander 2015 (C15) Rare
Commander 2013 (C13) Rare
Mirrodin Besieged (MBS) Rare
Mirrodin Besieged: Mirran (MBM) Rare

Combos Browse all


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Blue Sun's Zenith occurrence in decks from the last year


All decks: 0.05%

Commander / EDH:

All decks: 0.08%

Blue: 0.87%

UR (Izzet): 1.0%

GU (Simic): 0.7%

Blue Sun's Zenith Discussion

TheTryH4rd on Urza, Lord High Artificer

3 days ago

Yea, I didn't end up cutting out Power Artifact for that very reason. I just had to make room in the deck for it.

At this point if I want to take the next jump in making the deck more competitive, I think I need to pull the cards that don't enable/facilitate the combos like Blatant Thievery, Expropriate, and Rite of Replication and replace them with card draw and more tutors. But I have such love for those cards that its a hard step to take.

Based on CMC and effect Thassa's Intervention is better in every way than Pull from Tomorrow. So if I were going to pick one or the other it would be Thassa. I think Blue Sun's Zenith would be a good card to include as an alternative win condition on infinite mana to back up Codex Shredder. Dig Through Time would be good in that late game situation as well when still trying to assemble the pieces to combo off.

PookandPie on Urza, Lord High Artificer

4 days ago

I wouldn't recommend cutting Power Artifact for Rings; it's still a super fast way to enable Basalt/Grim Monolith and I think it's worth a slot regardless, I was just making an easy comparison and why I felt it should be in. I personally run Dramatic Reversal, Isochron Scepter, Power Artifact, Basalt Monolith, Grim Monolith, and Rings of Brighthearth. I run all 6, and I've gone off with Rings more because it's more easily tutored in a lot of cases, but Power Artifact has let me win right on turn 2 before which is very much worth consideration.

I run Intuition and have been testing Thassa's Intervention. Intuition is excellent with Codex Shredder (albeit expensive) if you already have 1 combo piece in hand. It's also a great way to just go, "Screw it, I'm countering that spell and I have the mana to prove it" by grabbing 3 low cost counters. Thassa's Intervention has been fairly solid- being modal actually came in handy once, and once I dug for 6 and got to keep 2 of them, but at that point is was more expensive to cast than Dig Through Time. Being instant speed has been invaluable, though, which is why I'll easily recommend it, still. I'm still testing out which card I like more for the slots, but I would recommend Thassa's Intervention if you just wanted to stick in some cards that have some value in the early game and late game, both (in my list, Blue Sun's Zenith is currently being tried out as Thassa's Intervention). In that same vein, Blue Sun's Zenith (1 mana more than Pull from Tomorrow, but can be used as a win con by milling your opponents out. You can loop it with Sensei's Divining Top, infinite mana, and Urza to win), Dig Through Time, Pull from Tomorrow, etc., as they can help you dig for what you need in the mid-game, with BSZ functioning as a win condition too if you need it.

Chaotic_Justice on Starscream

1 month ago

So, if you want to mill or make your opponent draw out their deck, some cards that are going to help you get there are as follows:


Stroke of Genius

Blue Sun's Zenith


Damnable Pact

Howling Mine

Dictate of Kruphix

Nemesis of Reason

Jace, Memory Adept

Ulamog, the Ceaseless Hunger

Fraying Sanity

Sphinx's Tutelage

Consuming Aberration

Hedron Crab

Glimpse the Unthinkable

Archive Trap

Dreamborn Muse

Forced Fruition

Once you mill your opponent out, you still need to make them draw a card. There's alot of options, but to name a couple others that weren't mentioned earlier are Otherworld Atlas and Prosperity .

Use Pili-Pala and Grand Architect to create infinite mana and then cast Archeomancer and Mercurial Pretender to blink Archeomancer to pull those instant and sorcery cards back from the graveyard to continue to force your opponent to draw out their deck.

As a back up, get rid of all the jank in the deck and throw in about 20 Persistent Petitioners with Thrumming Stone , and all the tribal stuff like Coat of Arms , Stoneforge Masterwork , Adaptive Automaton , and Vanquisher's Banner . You can either use the petitioners to mill out opponents or you can just swing them. Nobody will expect that. Hell, throw in Archetype of Imagination for good fun.

Silverdrake on Simic Bioengineering

1 month ago

May I offer a different and far less complicated win condition that still uses the infinite counters combo your deck is built around? Here's an example game:
Turn one you play an island and Training Grounds .
Turn two you play a forest, Paradise Mantle , and Gyre Sage .
Turn three you plan an island, Gilder Bairn , (Trigger evolve on gyre sage) and use Gyre Sage to equip Paradise Mantle to the Bairn.
Turn four you play an island, use the combo to put infinite counters on Gyre Sage, tap Gyre Sage for 100000000000000 green, tap your three islands for UUU, and cast Blue Sun's Zenith for X=100000000000000 targetting your opponent. Assuming they don't have any tricky business, they draw from an empty library and lose the game. You could run Pact of Negation to protect yourself when you're going off, and Force of Negation as backup to counter removal spells they play on their turn when you aren't ready to go off yet. If you wanted to splash a color, you could try adding a bit of white for Teferi, Time Raveler to stop your opponents from interfering with you, or even Dovin's Veto for the same reason. Steelshaper's Gift can tutor for the mantle, and Idyllic Tutor can tutor for the grounds. If you run Idyllic, you could also run a package of useful enchantments like 2x Detention Sphere , 1x Privileged Position , 1x Spreading Seas , 1x Search for Azcanta  Flip.

I know that's a lot of recommendations, and I don't expect (or even recommend!) that you follow every single one. Blue Sun's Zenith would be my primary recomendation, "Free" countermagic like Pact and Force would be my next biggest recommendation.

DeltaMoth on Combo-Cades: The Wallmaster | EDH

1 month ago

exalted_k1d | Before I start, fine suggestions all round! Thank you! | Show and Tell , Academy Rector and Omniscience . | Now these are some spicy cards and the Rector into Omni is a spicy combo, Show Tell is a little questionable due to the advantage you're giving to your opponents however. If anything, I'd want Rector in just for the immediate value if he gets removed, Omniscience is sort of a dead draw in a late game situation where I'm looking for a combo piece.

If anything, I'd be putting Rector in, now how do I remove him...?

| Sensei's Divining Top and Sylvan Library . Actually these pieces and Scroll Rack would all be good for the deck in their various ways, I simply haven't picked them up yet! Those price points are a big factor when it comes to me affording other things like my rent, or food, or general living.

Sensei's Top specifically is a little underpowered to contest with the amount of card draw in the deck, so I'll be passing over it.

| Countermagic. Just a personal gripe? Not too into it all. I play a 1 of Counterspell until I can get my hands on a Mana Drain or a Force of Will and that's it. I even took out my Dovin's Veto for some more tutoring, I just don't like control playing at all. I know this severely 'depowers' my gameplan with far less disruption interaction, but in my current meta, not much is actually being played either - helpfully!

Thank you for the suggestions!

Metachemist | My opinions on Chulane, Teller of Tales is that he's drew back by his need for the spell to be cast and not simply cheated into play to get a draw. This turns off some of the flicker effects with Brago, King Eternal , but synergises well with the many bounce effects from things such as Jeskai Barricade and Shrieking Drake . I would probably also have to change up many of my creatures from defenders to other things, due to the fact that without Arcades, the Strategist they have little to no viable combat potential outside of having out specific 'defenders attack' cards, which makes some of my very unique mana creatures such as Axebane Guardian and Overgrown Battlement left with no viable replacement.

He can however facilitate a Bouncegine (Bounce engine) with Intruder Alarm out, so it's a good thought!

Roon of the Hidden Realm seems cool! A little expensive and outclassed by other cards at this point but he has his place. His effect can't really be helpfully combo'd as you can only do it on the same creature once per turn, however.

| Alternate Win Cons. I was actually thinking about Blue Sun's Zenith as a trade in for Pull from Tomorrow . Although it costs 1 CMC more, it can target opponents. After you clear out your library into your hand it'll also be the only card you draw, so after setting up a Flengine (Flicker Engine) or Bouncegine you can draw the card after shuffling it back and cast it again for 6000 on your next opponent. Still questioning this however.

Finale of Devastation seems utterly devastating and I'd probably be running it if I had it. Big stompy crater boy would only seal the deal but he seems a little out of place? I'd just Finale for X=14000 and swing in for massive hits. The trample trick however is helpful.

On the topic of Lab Man and Jace, they just seem a little overplayed. if I draw out my entire library I should be winning regardless - might as well do it in a flashy 'royal flush' way as opposed to a trashy 'ace-high' way.

Again, fantastic comments and helpful insight, will be amping up the Maybeboard shortly. Thank you!

tindolos on Kess, consultation of storms

1 month ago

Main Wincon

Demonic Consultation or Tainted Pact + Jace, Wielder of Mysteries or Laboratory Maniac

Infinite Mana

Isochron Scepter + Dramatic Reversal + Mana Rocks that produce at least 3 mana

Pay 2, tap scepter and play dramatic reversal, float 1 mana

Untap mana rocks and scepter, repeat

Backup Wincons with Infinite Mana

Sculpting Steel targeting Isochron Scepter + Lightning Bolt + Infinite Mana = Infinite Pew pew

Sculpting Steel targeting Isochron Scepter + Swan Song + Infinite Mana = Infinite Birds

Aetherflux Reservoir + Repeatedly casting Dramatic Reversal during Infinite Mana combo = Shoot everyone to death

Blue Sun's Zenith + Infinite Mana + Laboratory Maniac or Jace, Wielder of Mysteries = Win

Blue Sun's Zenith + Infinite Mana = Mill Opponent

Reality Shift + Infinite Mana = Mill Opponent

Other Combos

Notion Thief + any wheel = angry opponents and you draw a lot

Narset, Parter of Veils + any wheel = another notion thief type combo, slightly worse as they still will draw 1 card

Waste Not + any wheel = super card advantage, mana, and dudes

Metachemist on Combo-Cades: The Wallmaster | EDH

1 month ago

Chulane, Teller of Tales and Roon of the Hidden Realm both give you re-usable flickers you can abuse, plus you may find Chulane, is a better commander for the deck's overall goals as he allows extra card draw and land fall.

Also if you want some easy ways to crush out the game with infinite mana you could always run Finale of Devastation into a Craterhoof Behemoth or run that mana into a Blue Sun's Zenith to either mill out opponent's or allow yourself to win via Laboratory Maniac or Jace, Wielder of Mysteries

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