Culling Sun

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Culling Sun

Sorcery

Destroy each creature with converted mana cost 3 or less.

LadyZ on Licia Gains

4 years ago

If you can afford it, you should run Exquisite Blood . It's strong, and goes infinite with Sanguine Bond . Heartwarming Redemption seems a decent card, gains you life and wheels for you. Ritual of Soot is probably better than Culling Sun . And lastly, to squeeze in some more red, consider Vandalblast and Crackling Doom .

StopShot on The Orzhov Syndicate desires an …

5 years ago

Thran Lens allows your creatures to block Animar and possibly remove him if any have deathtouch.

Consecrate / Consume and Renounce the Guilds both have chances at removing Animar if not a big fatty either way.

If you're playing 1 vs 1 Council's Judgment can always remove Animar.

Solar Tide , Austere Command , Consume the Meek , Culling Sun , Retribution of the Meek , Ritual of Soot , and Dusk / Dawn are all board wipes you can use like spot-removal.

Deathgrip is probably your BEST counterspell.

Since Animar starts as a 1/1 cards like Engineered Plague , Night of Souls' Betrayal , Curse of Death's Hold , Ethereal Absolution , and Elesh Norn, Grand Cenobite make him die instantly before he can ever get big. (If he's already out and pumped up before you can get one out just use a board wipe and he'll be stuck in the command zone until the Animar player can remove this effect.)

Nevermore and Gideon's Intervention makes it so Animar can't be cast.

Chalice of the Void on 3 makes it so Animar can't be cast.

Panas on Why is this deck moving …

7 years ago

I don't really see something wrong with the deck... You have 8 mana dorks, if I counted right, which means you are more or less sure to get one of them in the first couple of turns of each game.

Now, if you feel you are too slow, then you need to up your ramp at the expense of some of your control cards. Maybe cards that let you play more lands like Rampant Growth or Explore.

It's either that, or you reduce your ramp to amp your control. Animar in duels is the same combo-oriented animar you see in multiplayer commander? If so, then your colours might have limited options to interact with him, as he has protection from 2/3 of your deck. Extra "sucky" points for those 2/3 being your removal package. With that said, Animar really dislikes to fight against AoE removals. Pernicious Deed hates him, Wrath of God and Damnation hate him, Culling Sun hates him, same with Duneblast and Merciless Eviction. Other than that there's Song of the Dryads but not much else... Maybe a Sudden Spoiling if you can follow it up with something else?

Honestly, Animar is just a really bad match-up for abzan :(

ps: another way to rub an animar's face lies in Curse of Exhaustion, Eidolon of Rhetoric and Rule of Law. But these are at best silver bullets. These can also lock a player out of the game in tandem with Knowledge Pool, for you to win with, oh i don't know pinacle helix or some other absurdity... I don't advocate hard locks such as these though.