Caged Sun

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2014 (C14) Rare
New Phyrexia (NPH) Rare

Combos Browse all

Caged Sun

Artifact

As Caged Sun enters the battlefield, choose a color.

Creatures you control of the chosen color have +1/+1.

Whenever a land's ability adds one or more mana of the chosen color to your mana pool, add one additional mana of that color to your mana pool.

Price & Acquistion Set Price Alerts

C14

NPH

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Recent Decks

Caged Sun Discussion

Liquidbeaver on [PRIMER] - Ib Halfheart, Goblin Sac-tician

4 days ago

Jimmy_Chinchila: Thanks Jimmy!

I will go through the suggestions one by one, but most of the answers are because of CMC.

Mutavault - I run very, very few non-basic lands because part of the deck is trying to punish the decks that run a lot of them. Even when I ran 20 nonbasic lands I ran into a lot of problems with not having enough mountains to sacrifice to Ib, which also makes it hard to cast a Price of Progress without killing myself, you get a lot of bad interactions with Blood Moon and Blood Sun, and I just can't capitalize on an extra 2/2, it just makes it a land that is easier to hit with spot removal.

Metallic Mimic - While it wouldn't be a bad card at all, I try really hard to keep my Goblins under 2/2 as much as possible, so that I can take advantage of Raid Bombardment and Shared Animosity at the same time. Also, the bigger the individual Goblins get, the closer they are to doing reduced damage when blocked if they are above a 4/4, or not being blocked at all which makes it harder for me to use a lot of the blocking tricks that I have. You also look like less of a threat (temporarily) when you only have a table full of 1/1's.

Stoneforge Masterwork - I had this in the deck at one point, but it has the same problem that Reckless One and Battle Squadron have, that they might be a 40/40, but if they are blocked when Ib is out they only do 4 damage. It is a pretty good form of protection to put on Ib himself, but I would rather give him hexproof or shroud instead. I can do a fair bit of toughness buffing with Goblin Sledder when needed.

Obelisk of Urd - Same as Mutavault, I don't really want to buff the individual Goblins up. The Convoke is a great selling point though, so this could be a meta choice for someone building the deck.

Door of Destinies - This card is great if two things happens: You get it down early, and you actually cast a lot of your creatures. I've never gotten this card down early in my other tribal decks, and it has no impact if you draw it late game. I would look more towards Coat of Arms and waiting as long as possible to play it, so that it has a profound effect the instant it gets played, instead of just speeding up the whole game if other tribal decks are at the table. Second, I don't cast more than two or three Goblins per game on average, so that would be a lot of work for a little buff. That's why I only have kind of a bare bones of either Goblin token generators, or utility Goblins, so no matter what I draw into I can build something out of it. It's why I don't have any Goblins that I actually attack with, outside of Goblin Lackey and Warren Instigator, the rest are mostly meant to sit there and provide a buff or a combat tweak. I have a few friends that play tribal decks with Door and have a lot of success with it, it's just never performed that well for me.

Caged Sun - I don't need the mana doubler for anything (I always have extra, it's cards in hand that I need), so I would be paying the 6 CMC only for the +1/+1. Definitely a tribal staple, but I have a hard time with anything over 4 mana when I am trying to keep the Average CMC of the deck as low as possible to help make rebuilding after a wipe a lot faster.

Swiftfoot Boots - I've actually been thinking about this for a little more targetted haste, and protection for Ib/Krenko/King/Warchief/Feldon etc...Adding this to the sideboard until I can find a spot for it.

Elixir of Immortality - While mono-red definitely suffers from lack of recursion, I haven't been able to get Elixir to work how I wanted. I generally spend all game trying to get all of my lands out of my library, so that I am only drawing into spells or creatures, but if I sacrifice a bunch of lands and then sac the Elixir, I'll be drawing a bunch of lands late game, which would be like starting the game over for me, but no one else at the table. I do want to see if I can play around it on purpose though (like how I use Surveyor's Scope to great effect now), and not just use it as an Emergency Button, in which case I would put it in place of Feldon of the Third Path because that is the job he is trying to do, but has a hard time with.

Thanks a lot for your suggestions!

Samba71 on Marceline, The Vampire Queen

6 days ago

Ok, so here are a few thoughts. First you could lower the cost of Olivia's activated abilities a bit by casting Heartstone. Second, you could make use of the 'deal 1 damage' ability by doing it over and over again to creatures such as Stuffy Doll or something red with Enrage like Sun-Crowned Hunters - then they become vampires you can start pumping with those +1/+1 counters. Speaking of +1/+1 counters, you're creating loads of those so they're the next things you could try and abuse, with something like Animation Module. Other suggestions: Blade of the Bloodchief for your commander, Ashnod's Altar for sacrificing thopters, Caged Sun, Rakdos Signet.

Jimmy_Chinchila on [PRIMER] - Ib Halfheart, Goblin Sac-tician

6 days ago

Very nice build and very impressive description. +1

I havent read it all (horrible ADD) but curious why no generic tribal stuff like Mutavault, Metallic Mimic, Stoneforge Masterwork, Obelisk of Urd, Door of Destinies. Also perhaps Caged Sun to further turn tokens into threats outside of fodder. I like Swiftfoot Boots to complement Lightning Greaves since Ib so critical to strategy, and Elixir of Immortality in case your Crucible gets exiled or stolen.

Very nice.

jpsuchecki on Kumena's wet slapping

1 week ago

So to be honest, you deck just seems thrown together and I'm guessing this is why you haven't had any comments. I can't see any great win con with it unless you're hoping to overload your opponent with creatures (which looks doubtful). At first glance, it seems like you have way too many lands for a dual color deck. I would bring your land count down to 35. Also, I don't know if you're just trying to save money, but I can offer a few suggestions for many ramp:Sol Ring Caged Sun Nykthos, Shrine to Nyx Extraplanar Lens Temple of the False God Worn Powerstone.

I have some other ideas on other things, but I have to run and will comment on them later. If you have time, please make a comment on one of my decks.

Philoctetes on OH LORD JESUS IT'S A FIRE! | Neheb EDH

1 week ago

Hey there! Thanks for the interest in my own Neheb build, Neheb, Summoner of Comets!

I am definitely stealing some of the tech in your list. Notably, Generator Servant is phenomenal, cant believe I missed it as I absolutely adore the card. Also, while Im not as high in equipment in general (feels somewhat win-more a fair bit of the time), I do need to at least get my hands on a Sword of Fire and Ice. What is already the best sword seems so crucial to this deck after reviewing your list.

How has Past in Flames been performing for you? It feels like something that should be in my deck as pseudo card draw, but Ive struggled with the cut to fit it in. My typical feeling on card draw is that it should work when we are behind - when neheb gets hated out, or when we cant get in damage to build our mana up.

How has a lack of mana doublers I.e. Caged Sun been working for you? I have them included as my plan B for when Neheb gets hated out and it has been honestly pretty crucial to the success Ive had. I would say we arent often the target but a well timed Swords to Plowshares can really wreck our day and having an alternate plan seems super important.

Phurex on Big, Fat and Roaring

1 week ago

Growing Rites of Itlimoc  Flip and Avenger of Zendikar are already in the deck. :)
The Magus is also good with the mana doublers Caged Sun and Vorinclex, Voice of Hunger, though Selvala would be awesome nontheless.

You are absolutely right regarding the treefolk sub-theme, but Verdeloth the Ancient can be good on its own, putting a lot of power on the board, being a good finisher for the combo, or even just baiting a mass removal. Dauntless Dourbark, on the other hand, can be a 4 mana huge creature depending on how many forests you have in play, but I admit it's mostly here because the deck used to run more treefolks (like Kalonian Twingrove and Seedguide Ash), so I'll probably end up cutting it, maybe for a Pathbreaker Ibex, a Craterhoof Behemoth or something of the like.

Heroic Intervention is indeed very reactive, but my meta is full of mass removal and the card has proven its worth many times, so I don't think I'm ready to bid it farewell yet :P

Walking Ballista and Aetherflux Reservoir are mostly in the deck as finishers for the main combo, and while the first can eventually do something on its own, in case of not comboing off, I agree that the Reservoir would be completely pointless. This part of the deck is still under testing, but I may very well decide to cut it in case other finishers prove themselves consistent enough.

Thanks for the suggestions! (I feel like I should make the deck's description more visible, lul)

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