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
Leviathan Legal
Unformat Legal
Limited Legal
2019-10-04 Legal
Commander / EDH Legal
Duel Commander Legal
1v1 Commander Legal
Oathbreaker Legal
Casual Legal
Vintage Legal
Block Constructed Legal
Tiny Leaders Legal
Highlander Legal
Canadian Highlander Legal
Legacy Legal

Latest Decks as Commander

Green Sun's Zenith Discussion

Lanzo493 on Selvala (cEDH)

5 hours ago

Allosaurus Shepherd would be awesome in this deck. One of the best answers to Island ever printed. I think Ashaya, Soul of the Wild could pull a lot of work in this deck, too. It's gigantic for its mana cost, and it even combos with Quirion Ranger and Scryb Ranger for infinite mana while protecting you against Cyclonic Rift. With the number of fetches you're running, Dryad Arbor would work great. It's useful tech against sacrifice effects and is a good turn 1 Green Sun's Zenith target. My last comment is just a thought, since I don't know how well your deck runs, but Scale Up could be your green version of Dark Ritual, especially if you use it the first time you untap with Selvala.

I would keep Worldly Tutor. You never know when you need to tutor for Walking Ballista because you have no outlet for infinite mana, or games when you need Craterhoof Behemoth to win, or tutoring any number of other cards for other reasons.

BenWin on Omnath V2

21 hours ago

Savage1988, I appreciate your recommendations of what to change in my deck. You may not have seen Compost in the list because I am making little changes all the time. I'm aiming to build my OmRath list as competitively as possible, and that requires maintenance and play-testing!

Khalni Heart Expedition, Devoted Druid, and Summoner's Pact are all great cards for you to use in the list. For these it's important to note that a lot of people don't neglect these cards because they are bad, but choose to use others because they think others are a slightly better fit. For example, because Omnath, Locus of Rage benefits from landfall triggers, it is usually advantageous to prioritize ramp spells over mana dorks like Devoted Druid.

Gruul Turf is a fantastic card, but doesn't make the cut for the same reason other come-into-play-tapped dual lands don't. It is advantageous to have 1) as many double land drops like Fabled Passage as possible and 2) as many basics as possible for Perilous Forays should you draw it. While Gruul Turf is a great include, it is neither of those 2 things and gets cut from competitive lists. It is worth noting that these two conditions are meant to be for mana fixing lands, not those like Reliquary Tower.

Eternal Witness allows you to recur anything from your grave with any of your creature tutor cards: Green Sun's Zenith, Finale of Devastation, or Chord of Calling. This also means you can recur non-creature cards like enchantments with creature tutor cards. It is important to understand that by adding 1 Eternal Witness to the deck, you yield up to 4 outs in the deck should you ever want to recur something from your grave. While it may not always be your choice, it vastly increases your range of options with creature tutor cards.

Hope this helps!

TheVectornaut on Cobra Ramp

1 day ago

I second Rorolith on switching to dorks that can untap enchanted forests. Voyaging Satyr and the casual-only Magus of the Candelabra also work well with Overgrowth effects. Plus, they can also untap Nykthos, Shrine to Nyx. Still, Nykthos would be tougher to use here than in most ramp decks on account of the high instant/sorcery count. For that same reason, Genesis Wave is likely to underperform and probably could be replaced by Green Sun's Zenith if you're just trying to fetch the Avenger.

DeinoStinkus on Strange Tales #1 - War …

4 days ago

Strange Tales #1

Hello everyone. I’m DeinoStinkus, TappedOut’s resident crocodile and ultimate master of jank and underappreciated strategies. This is the article series Strange Tales, where we’ll be exploring everything custom, from the craziest custom cards and user-made formats to wild speculation and analysis of sets.

Today, we will be looking at the wonderful world of War of the Spark. Is it underrated? Yes. Is it brilliantly designed? Yes. Were there issues regarding communication between the story and card design? Unfortunately, the answer is also yes. War of the Spark was a letdown in some respects, but many overlook the fact that it not only contributed massively to Standard archetypes but it also introduced many unique and underestimated cards.

To take a look at War of the Spark, we must first examine the mechanic known as amass. Amass, found on cards like Dreadhorde Invasion and my favorite, Eternal Skylord, is a mechanic that allows you to emulate the creation of an army. Flavorfully potent and a decent mechanic, although unfortunately it probably won’t be reprinted as it was a very specific ability that fitted War of the Spark very well, but not much else. The most likely plane for amass to return to is Innistrad, but even that seems very improbable. Amass as a mechanic is fairly powerful, especially when compared to mechanics like trample or first strike. It generates a creature or makes it stronger. Its interaction with cards like Doubling Season or The Ozolith is interesting and makes for a neat and fun way to play. Unfortunately, amass did not have any cards that are sufficiently powerful enough for competitive play, except Dreadhorde Invasion in niche decks. Lazotep Plating is decently powerful, but Heroic Intervention beats it in every way, unfortunately. Amass as a mechanic needed better support in my opinion, and cards that helped amass synergies rather than simply having amass would have helped. The Grixis-colored cycle of “Zombie Armies have {insert keyword}” was a good try, but only Eternal Skylord really stands out. Deathtouch is counterintuitive for a massive army to have, trample is kind of decent, but only flying is a powerful enough evasion ability to be worth the mana investment of the creature. Amass isn’t very powerful when combined with blink effects, mostly due to the highest amass X being printed on a creature being 2. Overall, despite amass’s potent effect, it did not make it very far due to a general lack of support. Widespread Brutality was too underpowered, Enter the God-Eternals had it as a side thought, and even Invade the City was simply a big creature. Amass, while an amazing and well-built mechanic, did have shortcomings in the long run.

The return of proliferate, however, was much better in this set. The strangest thing about this is that despite proliferate being a very-well supported mechanic there is not a single rare in War of the Spark that has the word proliferate on it. Roalesk, Apex Hybrid is the only mythic with the ability. While this is strange, there are many synergies that exist within the rare slot to be supported by proliferate, a few examples being Krenko, Tin Street Kingpin and Awakening of Vitu-Ghazi. Proliferate even adds its own power to amass, despite a small discontinuity between their colors (proliferate was in GWU in this set while amass was in UBR) and this synergy is part of the reason why War of the Spark Limited is painfully easy to draft.

Let’s talk power level.

Teferi, Time Raveler, Finale of Devastation, and Liliana, Dreadhorde General stand out as the three most powerful cards from the set. Teferi defined Standard for a long time, giving control decks a (rather annoying) tempo play that allowed them to execute their game strategy without delay. Devastation actually did not hit Standard very hard. Its power level (and by association its price) have been mainly due to Commander players. In Commander, this Finale is better than Green Sun's Zenith in every way except mana cost. It searches graveyards, it doesn’t have the color limitations, and let’s be honest, the “final” cost of the spell essentially says “I win the game”. Dreadhorde General is an incredible enabler for Aristocrats. Her passive is generous, her +1 is fodder for her -4 which is bonkers and breaks parity very easily, and her -9 is a pretty decent ultimate, but not super beneficial for her passive. These three cards have each stayed at around $20 recently. They are the face of War.

However, we must not forget that War of the Spark introduced quite a few cards that people still use today, even if they are not equipped with $20 price tags. They include Nicol Bolas, Dragon-God, an amazing flavor win and a really neat planeswalker, Arboreal Grazer, a cute ramp card that sees play in a lot of Commander and Standard decks, and Kiora, Behemoth Beckoner, a neat Elemental Bond/Kiora's Follower crossover that makes Simic stompy players feel jiggy.

Overall, War of the Spark was a set that was really good. People often take it for granted, and look to sets such as Double Masters or Throne of Eldraine as the best sets of recent times. But War of the Spark not only managed to end an era of Magic: the Gathering lore, it also created some really neat cards in the process, and brought many amazing characters together in a unique way. It’s hard to pull off something like that.

Thanks for reading my article! Feel free to leave some feedback below or contact me about any ideas you have for future articles, I plan them one in advance. My email is [email protected] if you want to reach me that way. If not, have a good day, be cool and kind to everyone, and GIVE ALL YOUR WORLDLY POSSESSIONS TO Omniscience_is_life, a cool and funny deckbuilder whom I have had a lot of fun times with on the site. See you next time where we will talk about a subject that often generates some controversy in the MTG community: custom cards! See you then!

Pastlebox on Questing Beast

5 days ago

I had built a Fog Tribal Questing Beast deck a while back. Getting some of the better ones like Spike Weaver, who has really dropped since it shot up to $20 with the release of Atraxa.

Constant Mists is a great investment too. These are probably some of the best repeatable effects that allow you to attack and not care about your opponent's creatures.

I would really suggest typing out our deck using the custom categories. I tend to split mine into:

  1. (Roughly 10x) Mana Acceleration

  2. (Roughly 10x) Card Draw

  3. Deck Control (like tutors)

  4. (Roughly 10x) Removal / Protection Effects

  5. Recursion (copy effects, returning stuff from the graveyard)

  6. Other stuff.

Ideally you want to make sure you have at least 10 mana acceleration effects and 10 card draw effects. Different commanders can allow you to drop the number of creature card draw effects you have.

Have a look at the card draw package I have in my wolf deck. Green is my most played colour. Their enchantments are just SO STUPIDLY POWERFUL. And people don't run enough enchantment removal. They do run creature board wipes though. So investing heavily into creatures can be... risky.

https://tappedout.net/mtg-decks/tolsimir-anthem-and-wolf-tribal/

Zendikar Resurgent, Guardian Project and The Great Henge area all great cards. The Henge is pricy these days though but I don't think that it'll really go down or get banned. It's a good investment.

Elemental Bond should be an easy replace over Shapers' Sanctuary. The Sanctuary just doesn't trigger reliably enough. From my experience, single target removal isn't very strong in commander - unless you're playing in CEDH. But considering the difference between what you could draw vs. what you will draw with Elemental Bond. You're garenteed to draw with the bond. With the Sanctuary, you're just hoping that someone will target one of your creatures. It might happen, but when one is determined just based on your own creatures, it will trigger much more often.

Nissa, Who Shakes the World might be a good pick-up for your deck since you have so many forests.

Otherwise, my favourites are Eternal Witness, Genesis Wave and Green Sun's Zenith. Though the later won't really work with the hydras' X mana cost.

jaymc1130 on Kinnan the Incredibly Frightening

6 days ago

From a competitive standpoint the deck is running so little interaction and protection as it stands that it won't ever be able to hold up in competitive settings.

You'll definitely want each of these pieces of interaction in a Kinnan helmed deck at a minimum:

xCounterspell xMental Misstep xDispel xFlusterstorm xMuddle the Mixture xCyclonic Rift xChain of Vapor xNature's Claim xFierce Guardianship xVeil of Summer xPongify/Rapid Hybridization

As it stands that won't be quite enough pieces to consistently have the access to permission and protection elements to remain in a competitive position in most game states and these pieces are worth running much of the time:

xNegate xDelay xInto the Roil/2cmc bounce spells (UG has very limited access to tools that can remove hate pieces from the board that prevent a win like Grafdigger's Cage, Notion Thief, or Narset, Parter of Veils.) xBeast Within

As an additional note about competitive Kinnan builds, you can lose the Dramatic Scepter stuff entirely. There's no need in a Kinnan deck. The most effective and efficient method of generating the infinite combo needed to win is any dork that can produce U and G mana combined with Freed from the Real and Pemmin's Aura. Basalt Monolith is worth running in Kinnan decks because it generates infinite colorless with just Kinnan out on the field also, so you can usually get a couple of Kinnan activations off to dig for Thrasios. For the mana dork complement it's best to stick with BoP, all the 1 cmc tap for G elf dorks, and then a handful of 2 cmc "tap for any color" dorks. The most effective back up infinite mana engines for a Kinnan deck are typically Simic Ragworm or Horseshoe Crab paired with Paradise Mantle and the Monolith (which is often why the deck runs Staff of Domination as an additional outlet that's easy to tutor for in the colors) rather than Dramatic Scepter combo as the Scepter combo relies on density of dorks and rocks to be engaged and this can be more difficult than a less card intensive engine (Crab, Mantle, Kinnan is 3 cards with one from the command zone compared to Kinnan, Dramatic Reversal, Isochron Scepter, 2 mana rocks/dorks at 5 cards to engage) and thus less reliable for the game play patterns Kinnan wants to ideally play from. Shapers of Nature and Thrasios, Triton Hero are the standard outlets that will eventually be found from Kinnan activations that allow you to draw the whole deck. From there winning is easy, so stick to win conditions that are more live than things like Blue Sun's Zenith and run Thassa's Oracle plus a looping mechanism (such as Narset's Reversal and Timetwister or Elixir of Immortality) to use the interaction pieces like Swan Song and Pongify as the win conditions (this helps to avoid other issues too, like not being able to win with Oracle due to Angel's Grace, etc, in addition to improving card slot efficiency). Green Sun's Zenith and Drift of Phantasms are generally considered must runs as tutor options for competitive Kinnan lists, but a good number of quality tutor options are available to provide consistency. Incubation Druid+Vigean Graftmage is somewhat popular as another back up 3 card game winning infinite combo line.

LeaPlath on Wolf her I hardly know her (comedy)

1 week ago

Heya.

So a few things. First up 25 lands in a 100 card deck is too few. Rule of thumb is 36 lands and then 8 or so ramp spells and rocks. It isnt about the mana you can potentially have. Its about the number of playable hands you can have.

Next up I would suggest more ways to punish players casting multiple spells a turn and flipping your werewolves back. I can suggest some stuff depending on your budget.

As for getting those cards out Green Sun's Zenith is a good choice for Immerwolf. It gets that as well as stuff like Craterhoof. It can even be a ramp spell with Dryad Arbor.

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