Blue Sun's Zenith


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

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

Blue Sun's Zenith


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

Blue Sun's Zenith Discussion

Long_Con on Not All Who Wander are Lost...

14 hours ago

I've been looking at some other decks, and people have been group-brainstorming ideas for this. Like, down to a science for a total multiplayer combo win in the first few turns. Check out Dango's Proteus Fblthp for a little primer.

Isochron Scepter imprinted with Dramatic Reversal is tight - just one mana-rock and you have infinite mana as the Sceptre untaps itself. This combo, along with accelerators like Gush and Mana Vault , are the best way to Blue Sun's Zenith everyone for everything.

Fraying Sanity and Traumatize to deck someone in one turn. Or bypass that pesky chore of dealing with opponents, and just deck yourself to the win with Tunnel Vision and the all-new Jace. Wielder of Mysteries !

AdNauseam12 on cEDH Fblthp

2 days ago

Long_Con So considering I am already assuming that you know the Fblthp, the Lost Proteus Staff line, I will not explain that but for win conditions I was thinking more along the lines of Isochron Scepter dramatic reversal as a way to win, both because it requires less mana, and because it has more synergy with the rest of the deck. The combo works like this... 1. On turn one play an Island and any card. 2. On turn two play an Island and cast Fblthp, the Lost from your command zone to draw a card. 3. On turn three play an Island and then cast Proteus Staff . 4. On turn four play an island and pass the turn either holding up counter manna or activating staff on endstep. 5. Either on end step or on turn 5 (I am going to pretend that you did this on turn 5 for simplicity sake) activate Proteus Staff targeting Fblthp, the Lost do this before you draw your card for turn. 6. Hit Fblthp, the Lost and proceed to stack your deck and draw two cards. 7. The order that you stack your deck from top to bottom is Gush , Mana Vault , Mox Amber , Isochron Scepter , Dramatic Reversal , and the rest is irrelevant. 8. After the Fblthp, the Lost trigger resolves, you will have one land untapped, one land drop for turn, and Gush and Mana Vault in hand. 9. Draw Mox Amber as your card for turn. 10. Cast gush picking up two of your tapped islands to draw Isochron Scepter and Dramatic Reversal . 11. Play one of your gush islands leaving you with two untapped islands. 12. Cast Mox Amber , Mana Vault , and Dramatic scepter. 13. Activate Isochron Scepter an infinite number of times to generate infinite mana. 14. Activate Proteus Staff targeting Fblthp, the Lost until you can draw and cast Blue Sun's Zenith to kill all of your opponents.

StolenVHS on cEDH Baral: Combo/Control

2 weeks ago

irotpigs Yes! The primary win condition is decking everyone with Blue Sun's Zenith but when that isn't an option (like if it has been removed from the game) the alternative way to win is by using Stroke of Genius , shuffling it in with Time Spiral , re-drawing it, casting it again, and recurring it with Snapcaster Mage for the third time to deck everyone.

ownagefactory on Adviser Mill

2 weeks ago

One thing that is very important for an EDH mill deck are instant speed targeted player draw spells Stroke of Genius Blue Sun's Zenith Geier Reach Sanitarium Mikokoro, Center of the Sea even Words of Wisdom .

The shuffledrazi effect Ulamog, the Infinite Gyre or effects that put cards back in your deck Bow of Nylea are put on the stack. You can force a draw before it resolves to take someone out.

Maybe lab maniac is Taboo in your playgroup but he's a good way to get around hexproof opponents like Shalai, Voice of Plenty Leyline of Sanctity and such. Detection Tower also helps with that.

jkempic on Kruphix Eldrazi

2 weeks ago

putting this here so you can find it a bit easier--my recommendations are as follows.

take out: Spawnsire of Ulamog , Hydroid Krasis , Ulvenwald Hydra , Cloudpost , Glimmerpost , and the three uzra lands.

put in: Blue Sun's Zenith , Chord of Calling , Ancient Tomb , Inventors' Fair , Buried Ruin , Mana Crypt , Mana Vault , and Cultivate .

you may also consider swapping Simic Growth Chamber for Shrine of the Forsaken Gods

Hustleberry on The Ceaseless Eldrazi Horde

2 weeks ago

Since I playtested your Deck and find it personally one of the most wicked EDH decks I have ever played, I came with some tweaks along which have proven themself very efficient in my version of your Deck Idea.

  1. Enter the Infinite together with Nexus of Fate gives you an eternal "your turn only" loop which is a very efficient way for make the stage free to all the Eldrazi in the queue.

  2. No Mercy is a pretty good Attack-stopper in early to near mid game, since in a true multiplayer match, in which the other players realize how dangerous you are, they will not attack you since they're too afraid of being naked for the attacks of the other players.

  3. Blue Sun's Zenith is despite the higher mana costs much more better than Mind Spring . So you have the choice to use it for yourself (and normally you don't do that in early game, just in mid or late or shortly: in situations where enough mana is ready to be used) or let an enemy draw himself to death.

  4. Platinum Emperion speaks for himself. Colorless, so why not using it? (For sure, it does not fit into the "Eldrazi" Flavor, but Ravnicas Supreme Verdict, or an old school Defense of the Hearth does not either. So why not making excuses and add the Emperion? The plus in effectiveness can not be denied.

  5. It That Betrays is such much better than Artisan of Kozilek , since it a) synergizes with it's own annihilator effect and has synergy potentials with "All is Dust" and b) has potential for future board wipes in "WAR" like "Single Combat" So why getting back just one creature from your grave, when there is the potential to get x>1 permanents from another player (every turn you attack) Needless to say, it's ability supports other annihilator effects of the Titans or the Pathrazer.

n0bunga on Proteus Fblthp

2 weeks ago

Transmute Artifact to help tutor for Proteus, and we could use Blue Sun's Zenith as a wincon for this?

Could also try a Aetherflux Reservoir angle?

TheNocholas on Niv-Mizzet, The FireWheel

3 weeks ago

Generator Servant for ramp to commander. Blue Sun's Zenith for repeated card draw.

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


All decks: 0.05%

Commander / EDH:

All decks: 0.08%

Blue: 0.87%

U/R (Izzet): 1.0%

G/U (Simic): 0.7%