Burning Sun's Avatar


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Arena [BETA] Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Ixalan (XLN) Rare
Promo Set (000) None

Combos Browse all

Burning Sun's Avatar

Creature — Dinosaur Avatar

When Burning Sun's Avatar enters the battlefield, it deals 3 damage to target opponent and 3 damage to up to one target creature.

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Burning Sun's Avatar Discussion

Fantastic_Mr_King on I Have The Powerrr!!! (Budget Izzet Ramp)

2 weeks ago

OberstHati- My deck doesn't function without Gilded Lotus. My deck is incapable of reaching critical mass without drawing them somewhat consistently. As for Burning Sun's Avatar I'm always super happy to play it, sometimes killing a creature and a planeswalker. I love Expansion / Explosion but it doesn't work in my deck. The only card I can Expansion is Lava Coil and for card draw I'd much rather play Overflowing Insight over explosion since i can cheap it out with Omnispell Adept. I have the same problem with Niv-Mizzet, Parun that I have with Expansion / Explosion, I can't get any value out of it. My deck doesn't have a critical mass of instant and sorcery spells to make Niv-Mizzet worth playing. Also it's very hard to play in my deck since I bring in Field of Ruin against control and Powerstone Shard only produces colorless mana. Thanks for the suggestions though.

BenTheGuyThe on

2 months ago

You can try it. But Burning Sun's Avatar being six mana, no haste, and easily chump blockable, I think makes it just too slow. thanks for the suggestion though

elvishimpersonator on

2 months ago

If you're ramping you could throw in Burning Sun's Avatar to get a little extra burn, especially if haste/ combat is not an option. works well with Sarkhan's Unsealing

Joker207755 on Enraged Naya Dinos

2 months ago

Here is on for you to put in the side board Burning Sun's Avatar

multimedia on

3 months ago

Hey, if you're wanting to play this at local tournaments then consider getting some dual lands for the manabase? Rootbound Crag and Timber Gorge are lands that make one of either red or green mana. Evolving Wilds can fetch one of either a Mountain or Forest. Deathspitter is not a good three drop Dino, it just doesn't do enough. Consider Thrashing Brontodon or Runic Armasaur or Deathgorge Scavenger? Depending on your budget Carnage Tyrant is one of the best Dinos much better than Burning Sun's Avatar.

You're getting back into Standard at a good time because Standard will completely change in a month. Fall Standard rotation happens Oct. 5, the same day new set Guilds of Ravnica is released. At this time all cards from past sets of Kaladesh and Amonkhet will not be legal to play in Standard. Dinos however are fine since they are in Ixalan sets and those sets are legal in Standard until Oct 2019. Cards in Dominaria and Core Set 2019 (M19) are also legal to play until Oct 2019. At rotation Standard will consist of sets in Ixalan, Dominaria, M19 and Guilds of Ravnica. What's in Standard is helpful.

Before playing this at a local tournament you'll want a 15 card sideboard. The sideboard is the place you put situational cards that can help you in certain matchups. The three types of matchups to build a sideboard for are aggro, midrange and control. In very simplified terms for aggro you want more cheap early game creature removal (Shock), more high toughness three drop Dinos (Thrashing Brontodon, Runic Armasaur) and lifegain Deathgorge Scavenger. For midrange cards that can give your creatures an advantage against your opponents creatures (Aggressive Mammoth, Rabid Bite, Act of Treason) and card advantage/draw (Vivien Reid). For control draw/resiliency/enchantment removal (Carnage Tyrant, Vivien Reid, Naturalize).

Good luck with your deck.

RedmundR2 on

4 months ago

I would probably suggest you replace some of the more mana intensive ramp you have with Utopia Sprawl since you are already running Arbor Elf, simply because it is the fastest ramp in modern. Overall the deck seems kind of slow for modern, even with ramp - if somebody removes your Arbor Elf on turn one (assuming you drew the only 1 drop ramp or mana dork you run), you wont have any acceleration until your turn 3, and investing 3 mana on turn 3 on modern to ramp is simply too slow, when your opponent has had plenty of time to develop and rush you down, or against control you've given them plenty of time to get enough mana to stop your plans.

I would recommend adding a playset of Birds of Paradise as well to shore up the 1 drop mana dork slot. That way you are way more likely to draw something to ramp you early on. Some of the higher cost creatures you run are also a bit suspect, for example Burning Sun's Avatars effect might have been powerful in standard but in modern its pretty underwhelming for a 6 cmc creature. I totally understand this is a casual list, but theres probably too many cards that were good in standard but don't really match up to the power level of modern.

I'd also consider removing some of the more expensive buffs you run like Blanchwood Armor, simply because single target removal is extremely common in modern, and you essentially waste mana buffing a creature that will be removed anyways. Rancor is exceptionally good in modern because of its automatic graveyard recursion and cheap casting cost in comparison.

I do think the idea is there, ramp quickly into big Gruul creatures can be a solid deck though.

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