End the turn. (Exile all spells and abilities on the stack, including this card. The player whose turn it is discards down to his or her maximum hand size. Damage wears off, and "this turn" and "until end of turn" effects end.)
At the beginning of your next end step, you lose the game.
Printings View all
|Amonkhet (AKH)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Glorious End Discussion
1 month ago
Stifle, Tale's End, Disallow, Nimble Obstructionist, Repudiate / Replicate, Voidslime, Summary Dismissal, Discontinuity, Glorious End, Sundial of the Infinite, and Time Stop do it too. Don't worry, you don't need to know these all or anything, it's just that Trickbind was definitely not the only one xD.
2 months ago
When it's down to 1v1 you can lock your opp out completely by looping Glorious End. Toss in a Rings of Brighthearth and Magnetic Theft, and with enough mana (12) + a loop engine (Unwinding Clock or To Arms! could help here) you're locking out all opponents.
If you realllllly wanted to focus on sunforger, you could rework the deck to have Zirda, the Dawnwaker as a companion. Makes Sunforger cheaper to equip.
Sorry for the rant. I really like Sunforger
2 months ago
44 lands seems like a bit much especially when your deck is mostly 5 drops or less. I’d tone back lands to 37 or 36 while looking for more cards to make Winota more consistent.
4 months ago
Sweet deck and awesome name! Just some cards I thought of looking at your list: Tunnel Vision to use a tutor on yourself and self mill, Glorious End as a super risky end the turn 2nd option behind Sundial of the Infinite, Mesmeric Orb can accelerate mill for everyone, and other wheel options like Reforge the Soul and/or Wheel of Fate. Not sure if any of that helps if you’re on a budget. You’re deck looks like it runs really well without these cards.
Good Luck +1
7 months ago
In rough order of how much I like them:
I recently saw a deck based around Haunted Dead that played Prized Amalgam + other graveyard shenanigans, Fiery Temper , and Elder Deep-Fiend in Pioneer, so that was pretty cool and synergistic although not a standard two card combo.
8 months ago
Hi commander replay i'm a big fan of your youtoube channel !! Ill request a new build for this deck using theses cards who work very well with Sunforger :
9 months ago
@djnewellmit Thanks! I'm on the fence on blue. It certainly helps in the long game and increases your odds of digging to Pummeler (access to Dig Through Time is also available), but I thought I'd start out with the purer version. Stubborn Denial is very tempting too. I certainly like Glorious End , and it lets us stop a combo deck from killing us, but I'm not totally sure what situations there will be in Pioneer where we only need one more turn for a kill but have three mana up for Glorious End. I feel like the best approach to RG Pummeler is "if we untap with Pummeler, we win." In all other situations, we've definitely fallen back on the "fair" creature-beatdown gameplan, and it remains to be seen how viable that is in the format at large (though Embercleave does tons of work in those situations). As a deck with plenty of pump spells, it feels really loose if we don't have Pummeler in hand/on field, so I'm going to try to work in either some card selection or some other threats that synergize with the pumps.
9 months ago
Your list looks strong. The problem I found with RG Pummeler in standard was its inability to rebuild if you have a misfire on the combo. Blue provides good card draw in the form of Cartouche of Knowledge and Rogue Refiner , although I found Trophy Mage to be very good in place of the Refiner since it 'draws' you a Pummeler every time.
That said, with the faster speed I would expect in the Pioneer format, the RG build has more potential to hit for lethal consistently on T4.
Glorious End was my favorite spice in the RG build. Play it during their upkeep for best effect, or use it as a counterspell.