Blue 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 2015 Rare
Commander 2013 Rare
Mirrodin Besieged Rare
Mirrodin Besieged: Mirran Rare

Combos Browse all

Blue Sun's Zenith

Instant

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

Price & Acquistion Set Price Alerts

C15

C13

MBS

Ebay

Recent Decks

Load more

Blue Sun's Zenith Discussion

terand42 on Livin' La Vida Locust!

1 day ago

Your Deck has a pretty cute name too.

In terms of land...

I am a big fan of Academy Ruins. Skullclamp is a great card in this deck, and it sucks to have it blown up, milled, or discarded. Academy Ruins fixes this problem, and rescues Ashnod's Altar and Phyrexian Altar which also tend to draw a lot of hate.

I Also Like Strip Mine in almost any deck. It doesn't help you that much, but when somebody gets Gaea's Cradle or The Tabernacle at Pendrell Vale you want to blow it up ASAP.

I'm not a huge fan of Temple of the False God. It being a dead card until you have 5 lands just feels too slow to me. I think either of the lands I have suggested would be better.

In terms of artifacts...

I suggest adding Pithing Needle for control. It can easily shut down decks that rely on their commander, like Yisan, the Wanderer Bard or Captain Sisay.

I really like Library of Leng. It let's you keep your hand, which makes your wheel's that more devastating. What is really killer is the second ability, which lets you keep stuff that would otherwise be lost when wheeling. (If you discard more than 1 card you can choose for some cards to go on your library and the rest to go in your graveyard).

For beating people down Coat of Arms is ridiculous. You have to be careful though since it is a universal buff, throw it down for the kill, not when you "Don't have anything else to play for turn". I did that once against a Krenko, Mob Boss and learned my lesson.

Mana Vault is great for getting out your commander out just a little bit earlier.

I would suggest cutting some creatures from your deck to make room for these artifacts, which I will list below.

In terms of creatures...

If you decide to add Pithing Needle, Library of Leng or Mana Vault then Trinket Mage is great utility. You can use him to get all of the above and Sol Ring and Skullclamp and Altar of the Brood. Being able to fix your mana base or get ready to ramp or punish another player is too good to pass.

I haven't used her yet, But Nin, the Pain Artist looks like a good fit. I would bump off Blue Sun's Zenith for her. You can ping locusts to draw, deck out others, and kill opponents utility creatures/mana dorks.

You should consider Cutting some of these creatures:

Psychosis Crawler will sometimes get big, but you'll probably be beating people down with locusts, and the ping damage can easily be replaced by buffing your locusts more or be out-damaged by your other enchantments.

Mindwrack Liege is kinda mana heavy. There are other things that buff better, and his other ability is ok. Not terrible, but not the best either.

Whirlpool Drake and Forgotten Creation suffer the same fate. If they costed a little less and came out a little faster they would be great, but whenever I got them out they where kinda "meh".

terand42 on Locust God, Take The Wheel!

1 day ago

Your Deck has a pretty cute name too.

In terms of land...

I am a big fan of Academy Ruins. Skullclamp is a great card in this deck, and it sucks to have it blown up, milled, or discarded. Academy Ruins fixes this problem, and rescues Ashnod's Altar and Phyrexian Altar which also tend to draw a lot of hate.

I Also Like Strip Mine in almost any deck. It doesn't help you that much, but when somebody gets Gaea's Cradle or The Tabernacle at Pendrell Vale you want to blow it up ASAP.

I'm not a huge fan of Temple of the False God. It being a dead card until you have 5 lands just feels too slow to me. I think either of the lands I have suggested would be better.

In terms of artifacts...

I suggest adding Pithing Needle for control. It can easily shut down decks that rely on their commander, like Yisan, the Wanderer Bard or Captain Sisay.

I really like Library of Leng. It let's you keep your hand, which makes your wheel's that more devastating. What is really killer is the second ability, which lets you keep stuff that would otherwise be lost when wheeling. (If you discard more than 1 card you can choose for some cards to go on your library and the rest to go in your graveyard).

For beating people down Coat of Arms is ridiculous. You have to be careful though since it is a universal buff, throw it down for the kill, not when you "Don't have anything else to play for turn". I did that once against a Krenko, Mob Boss and learned my lesson.

Mana Vault is great for getting out your commander out just a little bit earlier.

I would suggest cutting some creatures from your deck to make room for these artifacts, which I will list below.

In terms of creatures...

If you decide to add Pithing Needle, Library of Leng or Mana Vault then Trinket Mage is great utility. You can use him to get all of the above and Sol Ring and Skullclamp and Altar of the Brood. Being able to fix your mana base or get ready to ramp or punish another player is too good to pass.

I haven't used her yet, But Nin, the Pain Artist looks like a good fit. I would bump off Blue Sun's Zenith for her. You can ping locusts to draw, deck out others, and kill opponents utility creatures/mana dorks.

You should consider Cutting some of these creatures:

Psychosis Crawler will sometimes get big, but you'll probably be beating people down with locusts, and the ping damage can easily be replaced by buffing your locusts more or be out-damaged by your other enchantments.

Mindwrack Liege Just costs too much. There are other things that buff better, and his other ability is so rarely used that it won't be too big of a loss to give him up.

Whirlpool Drake and Forgotten Creation suffer the same fate. If they costed a little less and came out a little faster they would be great, but by the time they come out they are kinda "meh".

DragonFaceEater on Mogis Trigger

1 day ago

This seems really hilarious to play! I feel like Cruel Reality, Curse of Bloodletting, Fate Unraveler, Kederekt Parasite, and Sin Prodder could fit in your deck, Cruel Reality and Curse of Bloodletting would be good with killing one problematic player, or as good leverage to hold over anyone looking to attack you.Fate Unraveler, Kederekt Parasite, and Sin Prodder would be more like the cards you have in your deck, killing everybody equally. Dread and Orbs of Warding could help you with pillowforting, Dread with discouraging any attacks against you plus a huge threat, and Orbs of Warding can make sure that nobody can make you sacrifice things or any shenanigans like infinite mana plus Blue Sun's Zenith combos, plus the added upside of preventing a good amount of damage from token decks and things like that.

Epochalyptik on Dominus - Dreamcrusher Edition

1 day ago

Been a while since I commented. I'll try to respond primarily to those points that others haven't already addressed.


@Emzed:
Thought-Knot Seer is expensive to cast and doesn't really perform a vital function in this deck, given that its abilities don't have a high impact.


@Snapdisastermage:
Stax is a challenge. This deck does have the means to outpace some stax decks by ramping extremely aggressively, but sacrifice engines in particular are effective at keeping utility creatures from having a great deal of impact. I haven't played in several years (apart from the casual 60-card game here or there), so I'm not really qualified anymore to assess how this deck competes with more modern Tier 1-Tier 2 stax decks.


@Wutkeks:
This deck would rather not play Zendikar Resurgent or Mana Reflection because they need to be hard cast and are more difficult to find. Vorinclex, Voice of Hunger would be a stronger choice in that respect (because it's Tooth and Nailable), but even then it hasn't made the cut. I leave that to players' discretion, though. Some people may find that the redundancy is important in their meta.

As a combo deck, this deck can normally outpace most noncombo aggro decks. Certain commander damage decks can pose a threat if unanswered. And don't forget that you can chump block with utility creatures if you have to. Surviving in a difficult position is preferable to being out of the game entirely.


@knight611:
I do feel that way about Consecrated Sphinx from time to time. Unfortunately, having not played in a true competitive multiplayer environment in a long time, I can't say with certainty whether it needs to be replaced. The mana cost is the biggest downside, but it's a powerful backup draw engine that's much less risky than Damia herself.


@FLATSO99:
Stroke of Genius is serviceable, and there are ways to recur cards from the graveyard just as there are ways to get them back from the library. I use Blue Sun's Zenith because mana is not an issue by the combo turn and the win con is safer (from hate effects) in the library than in the yard.


@enpc:
Timetwister is an interesting choice, and certainly something that becomes more potent as this deck becomes faster. I would test it.


@Dark_Danda:
Arbor Elf ramps, but Crop Rotation does not. I'm not sure if they're comparable in terms of slot consumption. In some metas, the land tutor may be more important because there may be a greater dependence on cards like Boseiju, Who Shelters All.

Holistic Wisdom is an inefficient recursion engine in terms of mana consumption. It has increased potential in terms of the Strip Mine reusability, but that's not really a focus for this deck.

Commandeer is very expensive, even if cast for its alternate cost. I can't justify the effect for that cost. Spell Pierce is more valuable because it can win counter wars.


@Cryptic_Bore:
I don't recommend playing Demonic Consultation unless you're playing Laboratory Maniac, and I don't really think this deck wants to play either (although it could be built in such a way that they're more viable). Demonic Consultation presents the issue of exiling potentially necessary win conditions in order to find a combo piece, and it's never really completely safe to use. Similarly, Tainted Pact isn't in the deck (and is actually covered in the "Omissions" section). I don't think there are many cases where I'd so desperately need a single card that I could risk potentially exiling every other card for it.


@vishnarg:
It's true that Crucible of Worlds is a good card, but every card in this deck is a good card. Crucible of Worlds doesn't really provide necessary functionality to this deck, though, so I wouldn't call it one of the best cards and similarly wouldn't be able to justify increasing its redundancy at the expense of some other functionality.


@Deckgodmaster:
Lots of feedback there. I'll try to respond to as much as I have space for.

Rising Waters is an issue because this deck really wants to maximize its mana availability.

Future Sight was in a much earlier version of the deck, but was cut because the cost outweighed the value. Some people may prefer to run it, but I don't.

Pendrell Mists is a good stax card, but this isn't a stax deck. I'd rather keep my utility creatures at the risk of letting other people keep theirs.

Autumn's Veil has some potential. I've never really experimented with it in the 99, though.

Night's Whisper is not as preferable as a draw engine, in my opinion.

Notion Thief could be good in some cases, and I haven't actually tested it in the deck, but there weren't very many times where I think I would have (and would prefer to spend) the mana on it given its inconsistency from game to game.

Brainstorm was in an earlier version of the deck, and it could still justifiably be run given all of the fetch lands, but I prefer to spend the slot on other cards.

Baleful Strix doesn't really do enough to justify spending the mana.

Temporal Mastery is ok with cards like Mystical Tutor, but I don't think that justifies its inclusion.

Trinket Mage is a more expensive and more limited tutor than those already in the deck.

Arcane Denial is in the deck because it's a hard counter for , which I'll gladly take in the final turn.

Three Visits and Nature's Lore are important ramp cards and cannot be cut. Skyshroud Claim could potentially be cut on a cost basis, but it's very powerful and pays for half of its own cost on resolution.

Mindslaver is not something this deck needs. I don't really want to spend to control someone's turn if I could spend much less to get myself closer to actually winning. It's not good without a recursion combo or when facing multiple opponents.

Academy Ruins could be played, but I don't really need to recur any of the artifacts in this deck as much as I need access to on-color mana.

Omniscience is not necessary. My primary win con is an spell, which doesn't benefit at all from Omniscience and does benefit from an infinite mana combo (the latter of which enables just as many other cards as the former).

chamochalk on Mill-yard

2 days ago

hmmm, i see what you mean. Ill probably switch out the Blue Sun's Zenith for Visions of Beyond cause i have noticed that there are times where ill have 1-2 sun's in my opening hand or near the beginning where the mana that would be spent for it could instead be used for other spells. and since i only have 3 in the deck getting them when i need them is also unlikely.

chamochalk on Mill-yard

2 days ago

Because with Blue Sun's Zenith i can forcibly make them draw and win when their deck hits 0 whether its on my turn or theirs.

Dalektable on Balancing Fun & Competitiveness

4 days ago

Commander is a strange format.

Don't get me wrong, EDH is tied with draft for my favorite way to play magic. The crazy board states, social interactions and games it creates are my favorite in magic. However, commander is strange in that for everyone it is different. This both makes the format incredibly diverse and fun, but also difficult. I am referring specifically today to the power levels of decks, and discrepancies between decks and playgroups. Today, as I analyze this issue within the format I will be using two decks of mine to compare and contrast this idea.

enter image description here

enter image description here

My favorite commander deck of mine is Arcanis the Omnipotent, it is a classic mono blue control deck packed with counterspells, card draw and removal. The second, Azami, I was considering building using my Arcanis deck as a base. By changing roughly twenty cards in the deck lists (read: roughly 1/3 of the non-land cards in the deck) I believe i transformed my favorite deck from a fun, powerful deck into an oppressive powerhouse. Let me explain.

TARDIS | Arcanis, the Omnipotent

Here is my current deck list. The goal of this deck is to one-for-one opponents with countermagic and removal, but I should end up on top because of the amount of card advantage this deck creates. My commander allows me to draw three cards, which is insane and can get out of hand quickly with other synergies in the deck. The win condition is two fold: firstly, the fun way. I run control magic effects & cards that allows me to use my opponents own cards against them. Examples of this are Roil Elemental, Mind's Dilation. The second way is the quick, easy and competitive way. The deck runs one infinite combo in Mind Over Matter combined with Arcanis to draw the entire deck and untap any permanent you want. Then, you can win through many different ways ( Laboratory Maniac, Psychosis Crawler, Blue Sun's Zenith ). My playgroup is fine with infinite combos, the reason I believe this one is okay here is because it isnt my main win condition. I also don't tutor for it, reducing the consistency. For other players in the game, this makes the deck seem fair and balanced even though my win percentage with this deck is ridiculously high I don't get hate for it.

YER A WIZARD

Now, lets talk about this monster. I thought it would be fun to turn my mono blue control deck into a wizard tribal deck, with lots of combo potential. The problem? Its too good. Sure, if I was playing in tournaments I would bring this deck with absolutely no reservations. On paper, this deck looks super fun to me. I was so excited for this deck, wizard tribal fun stuff with crazy whacky combos with Paradox Engine and friends? Sign me up. But, in actual gameplay, I found this deck to be downright oppressive. It is way too consistent, way too fast and honestly too powerful for a non-tournament environment. Could I build the deck down, and remove the combos? Yes, but then I am stifling the deck incredibly and I don't believe in doing that. I believe my Arcanis deck is powerful, while not being hindered by my exclusion of any certain cards. Azami, on the other hand, feels so combo-like that playing without them doesn't feel like the same deck. I would be lying if I said I didn't enjoy playing the deck immensely, the problem though? Everyone else.

This is where the balancing act comes in. You have to find the right balance between having a strong, effective strategy while not absolutely pummeling your opponents into the ground every game. If you want to do that, maybe go play some mono red in standard but commander is a fun format. For myself, I have trouble with this. I am super competitive, I love winning and I admit many games my goal is more to win than "have fun". But I think as spikes, in EDH there is a way for us to do that while still having fun & allowing everyone else to have fun.

Many people have advocated for this before, but I am a believer in the 75% deck building concept for commander. For those unfamiliar, it basically means that your deck is tuned to roughly 75% of the power level it could have. By doing this, you have a deck that functions powerfully, consistently and does what it is supposed to do while remaining fun and not oppressive. Not having a fully tuned deck can also be an advantage, because you won't be targeted every game yet still have an extremely powerful deck. My issue with Azami is I passed this threshold, to probably about 90% tuned. For most playgroups, and most people I would be playing against, I believe this to be too powerful to be a fun deck to be played against.

Today, my PSA is to be careful of the power level to which you build your EDH decks. Every playgroup is different, and this won't be the case for everyone, but I think this covers a vast array of players in the format. From one spike to another, make good decks...just not too good ;)

Load more