Green Sun's Zenith

Green Sun's Zenith

Sorcery

Search your library for a green creature card with converted mana cost X or less, put it onto the battlefield, then shuffle your library. Shuffle Green Sun's Zenith into its owner's library.

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Printings View all

Set Rarity
Eternal Masters (EMA) Rare
From the Vault: Twenty (V13) Mythic Rare
Mirrodin Besieged (MBS) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Green Sun's Zenith occurrence in decks from the last year

Legacy:

All decks: 0.76%

Commander / EDH:

All decks: 0.1%

Green: 0.92%

GW (Selesnya): 0.97%

Golgari: 0.38%

RG (Gruul): 0.98%

GU (Simic): 0.73%

Green Sun's Zenith Discussion

Sanguinolency on Kinnan, combo prodigy

1 week ago

Pretty solid list so far, I have a few suggestions though. First and foremost, if you haven't checked out the cEDH decklist database, I recommend it. If you're truly wanting to get in to cEDH, then that is a good outlet for deck brewing. There are a bunch of cards in your list that are solid picks for a Kinnan deck, but there are also some that aren't up to snuff with the meta, but that's not a necessarily bad thing. Competitive EDH is about play the most powerful cards in the your color pie to achieve your overall win condition and to do it as efficient and consistent as possible. Kinnan is quite new and people are still trying to find the best way to brew the deck, but his strategy is undoubtedly proactive, so we have to try to overwhelm our opponents as fast as possible.

Here are the cards in your deck that you just don't see in the cEDH meta. Not a bad thing, just something to consider.

Your mana dorks are higher in CMC that the meta heavy mana dorks. This puts them being cast usually around turn two, which is when you want to be casting Kinnan.

Elvish Mystic, Fyndhorn Elves, Llanowar Elves are more reliable turn one creatures. Maybe try cutting Silver Myr, Maraleaf Pixie, and Quirion Elves for these.

Arcum's Astrolabe - It's just way too circumstantial, especially when you only have 6 snow lands in the deck. This card would be dead in your hand most of the time. There are also better mana rocks.

Mind Stone has been sub-par for a while. In cEDH, you want to get plenty of mana as soon as possible so you can start setting up for win quickly. This is why Grim Monolith and Mana Vault are very prevalent in the meta. They are net positive mana rocks that come in quickly.

Whir of Invention and Blue Sun's Zenith are on the cusp of being played in the meta and not, mostly Blue Sun's Zenith as it's used to help draw the deck after getting infinite mana. Usually you see these more in mono blue decks because they have plenty of blue to pay the non-generic mana and can go big with the X cost, however, once you leave mono blue it's very difficult to keep up mana for interaction after casting these and usually when X is greater than 2, it's worth someone countering it. If they're countered, the feel bads set in as you're now 5-6 mana behind. I would suggest cutting at least Whir of Inventions for a cantrip like Brainstorm, Ponder, Preordain that nets you cards for cheap.

Chord of Calling - Most of the creatures in your deck are very low cmc, so I don't think the redundancy of a Green Sun's Zenith is needed, especially when it costs 2 additional green mana.

Force of Vigor - It's not bad, I've seen a few decks run it that are more on the control side, but Kinnan is trying to be more proactive than reactive. Blue has some of the best removal in the game for cheap. Maybe consider a Chain of Vapor. That way if there is a problematic card for you on the board such as Cursed Totem or Linvala, Keeper of Silence, you can hit it regardless of what it is for one mana regardless of whose turn it is.

Ghost Quarter - if you need to get rid of a problematic land, I suggest Strip Mine over this, as it doesn't have the downside of letting the opponent replace the land.

With Tree of Tales and Seat of the Synod it's better off to just run basic lands, in case you encounter Back to Basics or Blood Moon.

There are a few suggestions I'd like to make for you to add that are practically staples for most of the cEDH Kinnan decks:

Seedborn Muse to help you use your commander more and acquire an overwhelming board state.

Training Grounds and Biomancer's Familiar to reduce the cost of Kinnan's activation.

Grim Monolith, Mana Vault, and Fellwar Stone as they're some of the best mana rocks in the format.

Right now, if you were to play a game with this list, I wouldn't be afraid of you activating Kinnan because there's nothing that will severely impact the game. Jin-Gitaxias, Core Augur is in a lot of the other cEDH decks because getting this guy on the field is detrimental to every opponent's strategy. I suggest you get a higher creature count and put more scary things in the deck. You'll whiff a lot with on activations with a creature count that low.

Here is a link to my current Kinnan build that has been assembling win (in a vaccum) very consistently between turns 3 and 4: Kinnan Activations cEDH

CodeKain on Godzilla Raids Again

2 weeks ago

Looks spicy enough, you may like also God-Eternal Rhonas, which can be a total blowout; End-Raze Forerunners is another piece that may add some oomph to close out a game, Xenagos, God of Revels is a total haymaker too.

Asceticism is relevant against spot removal, as well as Archetype of Endurance (although mana-hefty).

Wrap in Vigor and Spearbreaker Behemoth are key protection against wrath effects that may reset your boardstate.

Prowling Serpopard and Spellbreaker Behemoth protect you from counter effects.

Since your cuve is quite high I'd add some more ramp effects, like classic Kodama's Reach, Nature's Lore, Explore, Harrow, Skyshroud Claim and so on.

To refill your hand, you may consider some mass effects like Rishkar's Expertise and Soul's Majesty.

For extra beats you may sprinkle some Kessig Wolf Run.

Cheekiest card ever, but quite difficult to retrieve is Seedtime.

I tried to keep my suggestions somewhat on a budget, if you want to aim high you can go for Heroic Intervention, Veil of Summer, Traverse the Outlands, Worldly Tutor, Green Sun's Zenith, Tooth and Nail, Craterhoof Behemoth (Best with Avenger of Zendikar!!!).

Have fun with Godzilla!

GoblinElectromancer on Mono Green Elf

2 weeks ago

Gaea's Cradle is great. I think Natural Order is good because you can use it to get Craterhoof Behemoth. Heritage Druid helps with ramp. Green Sun's Zenith can be used to get Dryad Arbor for one mana which is pretty powerful.

thinkoriginal on Wrath of Marath 3.0

3 weeks ago

-Addendum Update-

Removed the Dryad Arbor/Green Sun's Zenith pairing for Worldly Tutor and Deafening Silence. GSZ is too restrictive, and Turn 1 -> Tutor for Arbor is too weak and non-impacting. The newer additions are far more useful.

fmastrome2008 on Yarok value-train to win town

3 weeks ago
  1. Mulldrifter and Shriekmaw are great, cheap utility spells for this kind of deck. They also trigger Risen Reef.

  2. Sire of Stagnation is straight gas in this deck. 8 cards off 1 opposing fetchland is bonkers.

  3. Deathrite Shaman belongs in this build.

  4. Worldy Tutor can go find Finale of Devastation, Green Sun's Zenith, etc...

  5. Woodland Bellower -> Wood Elves and 2 lands -> Fierce Empath and 2 fatties. This line lets you cast Craterhoof the following turn. I typically fetch Deadeye Navigator and Palinchron off the Empath triggers. Palinchron + 6 lands = infinite mana. Navigator combos with Cauldron Familiar, Altar of the Brood, and Thassa's Oracle as a way to combo kill opponents the following turn. If you go this route, add a second Wood Elves effect for consistency, i.e., Farhaven Elf.

Beebles on #WakandaForever

3 weeks ago

Hey there,

Nice list! You make me want to try out Emergence Zone :). Here are a few thoughts I had when browsing your list:

Hope these thoughts are of some help :).

XaiLo on Untap all the lands

3 weeks ago

Wouldn't you be better off with Green Sun's Zenith or Chord of Calling rather than Summoner's Pact?

Not because of the payment required on the next upkeep, but simply because GSZ and CoC tutor to the battlefield instead of to hand.

My Oathbreaker deck does a similar thing, but I use Nissa, Who Shakes the World as my Oathbreaker and Green Sun's Zenith as my Signature Spell.

I ramp out Nissa, then GSZ for Magus, then Wirewood Symbiote, then Temur Sabertooth. Then with infinite mana I GSZ the rest of my creature into play, flicker my Elvish Visionary to draw the deck, and play Finale of Devastation for the win.

CNobre on Toozebox (Mimeoplasm)

3 weeks ago

Hey KIRK77, thanks man! It is indeed a fun deck but that also puts some results. I've checked yours and is also a nice build but they are radically different. In your case you are really going deep on the self-mill plan while I play a toolbox/value engine deck.

You are really low on creature based ramp and early drops (specially 1 cmc) so I would definitely make room for:

Birds of Paradise, Deathrite Shaman, Green Sun's Zenith and best buddy Dryad Arbor (for that sweet turn 1 ramp), Krosan Tusker,... That alone would probably help a lot. I would think about reducing your mana-rocks and ramp-spells with creatures that accomplish the same. Would absolutely try Millikin and probably Dreamscape Artist. Why are you running so few 4 cmc cards?

Regarding your suggestions:

I did consider Champion of Wits but in the end it did not make the deck because I was already running Fathom Mage + Prime Speaker Zegana. They're really similar to the champion but they have counter synergies. Mirror-Mad Phantasm/ Traumatize cannot be included as they are really efficient self-mill cards and would break the tutoring capabilities of Birthing Pod, Prime Speaker Vannifar, Survival of the Fittest. Nezahal, Primal Tide sounds good, I guess I'll give it a try.

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