|Commander / EDH||Legal|
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|Fifth Dawn (5DN)||Uncommon|
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Channel the Suns
Add (White)(Blue)(Black)(Red)(Green) to your mana pool.
Channel the Suns Discussion
1 month ago
3 months ago
Looks pretty interesting!
I feel like Voltaic Key is probably overkill (just wait a turn for it DTN to untap naturally?) - i feel like your better off using that slot instead for more walls or additional Channel the Suns / Harmonize , for added consistency.
4 months ago
Interesting... I think I see what you’re going for. I’m wondering what your actual win-con would be though. You’ve got a lot of ways to build mana and bring out the big bois but I don’t see what you plan on doing with them. Blightsteel Colossus is your only real “killer” here and he’s not as all-powerful as one likes to believe.
Personally, I think a great win-con this deck would be perfect for Door to Nothingness ! Take out your 2x Teeka's Dragon (not a very good card anyway) and replace them with Ramos, Dragon Engine . Also drop out your Temple of the False God and get a few City of Brass to help with generate the 5 colors. You could even splash in some straight green mana (and maybe a few Copper Myr as well) just to to run Channel the Suns .
I like what you’re doing, but there’s a lot more you could still do. Great potential though!
11 months ago
It looks to me like you're going for a sort of different type of deck than mine (or at least are playing it in a very different environment), so I'll be careful with suggesting too much, and stick to the things I have found worked well in general for me.
First I would recommend is Channel the Suns. If you're looking to get the King out as early as possible, this is the card to do it, allowing you to drop him as early as turn 2 in combination with Sol Ring. Even beyond that, it usually feels pretty good to get him out a turn earlier, or for one less mana, sometimes enabling you to follow him up with a scarecrow right away.
Secondly, I agree with your aversion to use too many changelings, but if you're looking for a wacky combo, it doesn't get much better than the trio of Changeling Hero, Changeling Titan and Changeling Berserker. I find they work great on themselves, as they allow you to champion a scarecrow, which re-enters when they die, and can get you another trigger. If you manage to get all 3 of them together, though, you can have them champion each other (e.g. play the Titan first, champion any creature, then drop Hero, champion the Titan, then play Berserker, champion Hero. Since Hero leaves play, Titan re-enters, which champions Berserker, causing Hero to return and so forth), which is usually a game ender since you're able to destroy all of your opponents' permanents. I'm usually not much of a combo player, but I personally find this one very funny, if a bit hard to get off.
For theme, I'd urge you to play Reap and Sow. It's not really a great card, but it can help you ramp and tutor for some of the more key Nonbasic lands (in your case probably Cataracts or Inventor's fair). And it just fits the theme. If you're playing Reaper King, you might as well start Reaping (or sowing, or both!).
I also tend to like Tezzeret the Seeker , especially if you back him up with a set of artifact lands (Seat of the Synod, Tree of Tales, Vault of Whispers and Ancient Den). You'll mostly want him for his second ability, which allows you to tutor your artifact lands for some added ramp, or a simple -1 to grab that Heap Doll if you need a RK trigger and don't have one on hand.
Lastly I'd like to recommend either Fabricate or Drift of Phantasms (or both, as I did). The point of fabricate is hopefully somewhat clear, and I tend to like the Drift as it can find a lot of your key cards (I usually end up transmuting him into either a Scarecrone or a Chromatic Lantern), and even if you don't need to transmute it, it can never hurt to have an extra flying blocker.
I'll leave it at that for now. If you're looking for more inspiration, take another look at my list.
1 year ago
Hello there! So I would LOVE to help you out! Ok so as you have read the MOST and I mean ABSOLUTE MOST lands you can have is 40 and higher that is just not needed. In slivers or just making slivers form your sliver queen try getting cards like when a creature enters the battlefield and things like that and be careful of cards that so when you cast a creature spell instead of when a creature enters the battlefield. Artifacts - Keep Ashnod's Altar Chromatic Lantern Gilded Lotus Sol Ring Lands - Keep Canopy Vista Command Tower Dark Depths Flagstones of Trokair Gaea's Cradle Nykthos, Shrine to Nyx Pillar of the Paruns Thespian's Stage VesuvaInstants - Enlightened Tutor Vampiric TutorSorceries - Channel the Suns Commune with Nature Demonic Tutor Restore Sylvan Scrying Time of Need Vindicate Creatures - Auriok Champion Courser of Kruphix Essence Warden Hangarback Walker Joiner Adept Linvala, Keeper of Silence Soul's Attendant Soul Warden Urborg ElfEnchantments - Defense of the Heart Exquisite Blood gravepact Land Tax Sanguine Blood Tranquil Grove Ok so those are the cards that I would keep for starters. Cards like Azusa, Lost but Seeking Exploration and Explore will definitely help you out with your land. Plus cards like Authority of the Consuls Thalia, Heretic Cathar and Ghostly Prison help you out early game to get ahead of everybody. Also I know what I said about the whole creatures entering the battlefield and all that but actually Zendikar Resurgent will be a HUGE help for mana and card draw if you got creature which is my assumption. Also Protean Hulk Tishana, Voice of Thunder and Seal of the Guildpact just for extra support. And plus if you want some just plain fun do Sheoldred, Whispering One, Equilibrium, Rhystic Study, and Unexpected Results. Hope this helps!!!!!
1 year ago
so theres a funny card i found that could lead to a funny turn 3-4. Channel the Suns
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