Blue Sun's Zenith
Target player draws X cards. Shuffle Blue Sun's Zenith into its owner's library.
|Have (4)||PostContact , metalmagic , rockleemyhero , DoctorDax|
|Want (9)||pokemon-master91235 , jjduch , akhsim , hk403 , Vector_Logic , NoxxFlame , Zondraxor , Swager101 , bond2578|
Printings View all
|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
|Commander / EDH||Legal|
Blue Sun's Zenith occurrence in decks from the last year
All decks: 0.05%
Commander / EDH:
All decks: 0.08%
UR (Izzet): 1.0%
GU (Simic): 0.7%
Blue Sun's Zenith Discussion
6 days ago
Seems like you're off to a great start--that's a lot of powerful cards! My most recent deck is Yennett and I adore it. Optimation Agency (Sphinx Tribal). I have a much lower budget/smaler collection and I'm doing something slightly gimmicky with the tribal aspect, but it's still very effective in my circles.
You're running 7.5 ramp pieces; I'd maybe recommend a bit more. Maybe one or two? Those who know know Yennett can be a huge threat so she may get removed a lot. The two boots and Gift of Immortality are pretty clutch, so those and the two counterspells may do you well enough... but it's not a ton of protection. Also, you have some excellent bombs in the Eldrazi and some of your sorceries but if they get stuck in your hand you might wish you had the extra ramp. It would also just help get Yennett out a turn faster and/or empty your hand once she's out. Wayfarer's Bauble, Mana Vault, or Gilded Lotus might be good fits, or any more 3 CMC ramp pieces. I went with all odd-CMC ramp in my deck as a bit of a gimmick but the 2-CMC stuff is really where it's at if you don't mind not flipping them on a Yennett hit. You have a lot of good topdeck manipulators and tutors so maybe running the Signets and Prismatic Lens would be good/better? Your call--it should all work. A turn 3 3-CMC ramper will still get Yennett out early.
You have some excellent cantrips and similar effects, but you don't have much in the way of actual hand refillers. I'd be eager to hear how the deck does without them--especially with all your good tutors and planeswalkers and powerful Yennett bombs. Were it me, though, I would maybe trim a bomb or two and maybe a cute card for some regular card draw. Normally things like Blue Sun's Zenith or Braingeyser or Finale of Revelation would be my suggestion for a non-instant deck with good ramp but it's nice to have draw that Yennett can flip. There are lots of good choices at odd CMCs though!. Phyrexian Arena, Windfall, Rhystic Study, Tidings (underrated card for decks that don't need instants! X cards for X+1 mana is about as good as it gets in the low to mid CMC ranges). Overflowing Insight is a cute one. Read the Bones is on-theme and pretty great for the mana too. Not as much of a "refiller" though, so it's probably closer to the "cantrip" family.
You have a lot of excellent topdeck manipulators, but one last one I'd recommend is Aminatou, the Fateshifter. The ability to put a card from hand on top of the library is fantastic with Yennett. You have pretty much all the good ones that do that though, but if you feel you need more there she is. I'm extremely fond of Soothsaying in Yennett but you have some very powerful cards in the same category so it may not be better than what you have.
In my deck I went heavy on low-CMC removal to fill out the curve and give me something to do on turns before Yennett is out. Personally, I feel you're running a little too little removal. You have lots of board wipes, which I like, but you could use more for artifacts and enchantments in particular. Some of your removal is bounce and some is only good if Miracle'd, so it may be a bit inconsistent. Definitely curious to see how it works for you though!
Is this a real deck you've built or just an exercise? I'd be eager to hear how the deck runs for you! With better cards I'd be curious to see if getting Yennett out and abusing extra turn spells and the like would make up for not having quite as much draw/removal. Could work! Could backfire though if you're on the wrong end of somebody's removal suite.
Anyway, looks great! Yennett is the shit. I hope it's fun!
2 weeks ago
Pretty solid list so far, I have a few suggestions though. First and foremost, if you haven't checked out the cEDH decklist database, I recommend it. If you're truly wanting to get in to cEDH, then that is a good outlet for deck brewing. There are a bunch of cards in your list that are solid picks for a Kinnan deck, but there are also some that aren't up to snuff with the meta, but that's not a necessarily bad thing. Competitive EDH is about play the most powerful cards in the your color pie to achieve your overall win condition and to do it as efficient and consistent as possible. Kinnan is quite new and people are still trying to find the best way to brew the deck, but his strategy is undoubtedly proactive, so we have to try to overwhelm our opponents as fast as possible.
Here are the cards in your deck that you just don't see in the cEDH meta. Not a bad thing, just something to consider.
Your mana dorks are higher in CMC that the meta heavy mana dorks. This puts them being cast usually around turn two, which is when you want to be casting Kinnan.
Arcum's Astrolabe - It's just way too circumstantial, especially when you only have 6 snow lands in the deck. This card would be dead in your hand most of the time. There are also better mana rocks.
Mind Stone has been sub-par for a while. In cEDH, you want to get plenty of mana as soon as possible so you can start setting up for win quickly. This is why Grim Monolith and Mana Vault are very prevalent in the meta. They are net positive mana rocks that come in quickly.
Whir of Invention and Blue Sun's Zenith are on the cusp of being played in the meta and not, mostly Blue Sun's Zenith as it's used to help draw the deck after getting infinite mana. Usually you see these more in mono blue decks because they have plenty of blue to pay the non-generic mana and can go big with the X cost, however, once you leave mono blue it's very difficult to keep up mana for interaction after casting these and usually when X is greater than 2, it's worth someone countering it. If they're countered, the feel bads set in as you're now 5-6 mana behind. I would suggest cutting at least Whir of Inventions for a cantrip like Brainstorm, Ponder, Preordain that nets you cards for cheap.
Force of Vigor - It's not bad, I've seen a few decks run it that are more on the control side, but Kinnan is trying to be more proactive than reactive. Blue has some of the best removal in the game for cheap. Maybe consider a Chain of Vapor. That way if there is a problematic card for you on the board such as Cursed Totem or Linvala, Keeper of Silence, you can hit it regardless of what it is for one mana regardless of whose turn it is.
There are a few suggestions I'd like to make for you to add that are practically staples for most of the cEDH Kinnan decks:
Seedborn Muse to help you use your commander more and acquire an overwhelming board state.
Right now, if you were to play a game with this list, I wouldn't be afraid of you activating Kinnan because there's nothing that will severely impact the game. Jin-Gitaxias, Core Augur is in a lot of the other cEDH decks because getting this guy on the field is detrimental to every opponent's strategy. I suggest you get a higher creature count and put more scary things in the deck. You'll whiff a lot with on activations with a creature count that low.
Here is a link to my current Kinnan build that has been assembling win (in a vaccum) very consistently between turns 3 and 4: Kinnan Activations cEDH
2 weeks ago
If you have a infinite mana combo you can also draw your whole deck with Blue Sun's Zenith
3 weeks ago
i just have a few thoughts - maybe Impulse over Anticipate
also i always felt like Urban Evolution was hard to justify as a 5 drop, Explore is a similar option for 2 mana. but that is personal preference.
also is Soothsaying worth it? i would just run another x mana draw spell.
speaking of which, Blue Sun's Zenith is at least nice to have, because you can draw your whole deck, and then always cast USZ to put it back in your library so even if somehow your opponents stop your wincon, you can have a good chance you won't die at your next draw step. also if you do have infinite mana it is a win con because you can target your opponents.
1 month ago
For how to use mana you can put it in Blue Sun's Zenith to mill opponent library by drawing them, if you prefere using blue you can use Dramatic Reversal to untap all your nonland permanent, not only creature. With infinite mana you can use Ice Cave to counter spell by paying mana or Decree of Silence. Another win ccondition can be Entreat the Angels, Finale of Devastation, Finale of Glory, Walking Ballista, Stream of Thought or something like this.
1 month ago
Zaxara, Nightmare Hydra check out my deck for any help
there are so many ways to win with a few upgrades,
Helix Pinnacle + infinite mana combo
infinite mana combo + Mind Grind
infinite mana combo + Walking Ballista
Seedborn Muse will let you constantly keep untapping everything
1 month ago
You definitely need more big mana sinks to abuse the infinite mana. You have some cards like that like Helix Pinnacle and Walking Ballista but you could stand to abuse cards like Staff of Domination and Thrasios, Triton Hero to draw your deck at instant speed and win with Thassa's Oracle with countermagic backup at the ready. Cards that have a similar "I Win" the game effect as a result of having no Library : Laboratory Maniac and Jace, Wielder of Mysteries are cards to consider.
If thats the route you want to take Isochron Scepter + Dramatic Reversal combo can go infinite with colorless mana unless you have a colored mana rock or mana dork at the ready. It also helps win at instant speed or at worse cast a number of big spells in a turn.
Another infinite combo to consider would be Grim Monolith + Power Artifact. But since this isnt an artifact based deck Power Artifact would be a dead draw. A more fitting card to combo with would be Nyxbloom Ancient. It can go infinite with Grim Monolith or Basalt Monolith.
These combos are cool and all but unless you have a big X spell like Blue Sun's Zenith or Stroke of Genius to have players draw their deck, you will need your fair share of tutors. The list currently has alot of the major ones but one I would include would be Natural Order in the place of Tooth and Nail . If you are going to run some amount of expensive green fatties like for example, Vorinclex, Voice of Hunger its better to cheat it out of the deck than expend more resources over the course of turns to cast them naturally.
Aside from counters, I am not seeing much in the way of disruption in your creature base. Cards like the aforementioned Vorinclex, Voice of Hunger or similar creatures with back breaking effects could see some consideration in the top end of the deck.
I would also recommend some more recursion spells. Cards like Gaea's Blessing and Memory's Journey can bring back combo pieces you otherwise lost into the deck. Eternal Witness is the all-star of the category but Regrowth like effects should have some slots in the deck if you plan to go all in on combo.
Some cards I feel could be cut from the deck could be Birthing Pod and Uro, Titan of Nature's Wrath. Pod cares alot about the CMC of your deck and as it stands its very lopsided. As for Uro, I feel he will be under utilized in this list. As a 6/6 for 3 with those abilities it is amazing, however, exiling cards and potential combo pieces wouldn't be in your best interest if you plan to win with noncombat shenanigans . Uro would just be a 3 mana explore with upside and that might not be enough for what you are trying to do here.
I am probably missing some cards that are not coming to mind at the moment. I'll comment again with other cards once they come to mind.
1 month ago
Hoobynobber7395 sorry for so many comments, but your combo with Blue Sun's Zenith or Pull from Tomorrow is a bad idea. If you go one mana over board (i.e pay 70 for x and only have 69 cards left in your deck), you lose instantly. Blue sun can kill an opponent outright though, so keep that in mind.