Front:Azor's Gateway Flip
|Commander / EDH||Legal|
Printings View all
|Rivals of Ixalan (RIX)||Mythic Rare|
Combos Browse all
Sanctum of the Sun
(Transforms from Azor's Gateway.)
: Add X mana of any one color to your mana pool, where X is your life total.
Sanctum of the Sun Discussion
3 days ago
Wait till you manage to keep a Sanctum of the Sun alive. Dropping a Mirror Entity or Shalai, Voice of Plenty should be a win with a bunch of utility weenies. Happened to me once and god it felt good as hell!
3 months ago
Personally I feel like I would want Kambal, Consul of Allocation as the commander over Obzedat, Ghost Council. Kambal costs less meaning you can get him out earlier, and his trigger can happen many times in one turn cycle whereas Obzedat can only drain once every turn cycle. Kambal seems to be the better choice to me, but it’s up to you.
Exquisite Blood would be a great card here if you ever are looking to expand the budget. It’s pretty expensive but it’s very good, and it makes an infinite combo with Sanguine Bond to immediately win you the game.
You could also use cards such as Necropotence and Phyrexian Arena to get some extra cards off your high life total; both these cards are incredibly strong, especially in decks with some lifegain to mitigate their (relatively small) downside.
Azor's Gateway Flip (flips to Sanctum of the Sun) could also be a stellar inclusion here. Since you’ll be gaining lots of life you can generate absurd amounts of mana with the Sanctum and then you could use it with Exsanguinate or Debt to the Deathless to finish off the game.
4 months ago
Hey, with Hailfire it's helpful to have ways to make a lot of black mana. Being able to pump a large amount of black mana into a Hailfire can win games on the spot. Consider adding Azor's Gateway Flip and Cabal Stronghold? Gateway flips into Sanctum of the Sun which is a land that can make a lot of black mana. Cabal Stronghold is another very good land for mono black with Hailfire.
5 months ago
1) Once an ability is activated, removing the source of the ability doesn't counter it, but you could still cast Seal Away in response to the activation just to get it off of the field. Also, a mana ability like that of Llanowar Elves can't be responded to, but you could cast Seal Away later in the turn to exile it so it can't be used on subsequent turns.
2) A mana ability is an ability that can add mana to a player's mana pool. In order to be a mana ability it cannot target (not stanadard relevant), and cannot be a planeswalker ability (like Chandra, Torch of Defiance's second ability). It only needs to be able to add mana to a mana pool, not necessarily do so, as such Sanctum of the Sun's ability is a mana ability even if you have 0 or less life.
3) Yes, as long as a spell is blue it can be countered by Jace's Defeat even if it has additional colors.
4) Yes, but as addressed earlier the ability will still resolve, and many abilities do not effect their sources so bouncing it will have little effect most of the time, especially with planeswalker ultimates.
5) This is exactly the sort of situation addressed in 1 and 4, Boros Reckoner would die from the 13 damage well before it's ability resolved, but your opponent would still be dealt the damage.
5 months ago
Great deck! I tested it against my Sliver EDH deck and it did pretty good to hold it off. It got rid of my Sliver Hivelord, easily making them all a target to kill with damage. What did it in the end was I was able to spam the field with slivers with Sliver Overlord and Sanctum of the Sun. What I would suggest a board wipe or 2 like Wrath of God. It would have been able to be pulled from your deck, and screw all of my creatures. But other than that great deck! :)
6 months ago
Hey, when looking at card interactions with Firesong in Dominaria Jaya's Immolating Inferno with Azor's Gateway Flip and Squee, the Immortal stands out. Inferno also has nice synergy with Neheb, the Eternal's mana making ability.
Sanctum of the Sun is the land that can make tons of red mana to pump into Inferno. The amount of land that you can make is equal to your life total. With Firesong you gain life with red spells and you're most likely playing other white spells that gain you life, your life total will be high. Gateway can be a two drop which can then be a draw and loot engine for a color combo that lacks this.
Squee can be exiled by Gateway and then cast from exile the same turn or before you want to cast Inferno. Since Squee is legendary this lets you cast Inferno without needing Firesong in play. Firesong also lets you cast Inferno, but Squee can hide out in exile and with red mana from Sanctum can be cast first from exile and then Inferno on the same turn.
Wizards has already said that Inferno can only target a single player once not three times which is a bummer, but still as a mana sink with Sanctum you can do a lot of damage to your opponent and if they have creatures or a Planeswalker do damage to those too.
Chandra, Torch of Defiance also seems very good in a deck with Firesong mostly because her +1 can help to ramp them or Neheb into play. Chandra's also very good with damage sweepers Sweltering Suns and Hour of Devastation.
7 months ago
Hey, Azor's Gateway Flip has great interaction with Approach of the Second Sun. Use it as a draw/loot engine to help find Approach or other answers. It's gains you life when it flips and Approach also gains you life; these two cards together can gain you 12 life. Sanctum of the Sun with all this life is a very good land. Gateway untaps before it flips you can technically cast two Approach in one turn with this land. Sanctum combines Ramp with Control which is pretty powerful when Gateway is draw/loot engine before it becomes ramp.
Good luck with your deck.
7 months ago
Consider Azor's Gateway Flip and Mastermind's Acquisition? Gateway is another two drop artifact it can be a drawing engine and Sanctum of the Sun can be an alternative win condition with Torment of Hailfire. Mastermind is a tutor that can fetch Master from library or sideboard. You can hide a Master or Hailfire in the sideboard and tutor for it when you want it. This is especially nice with Hailfire as the card is very bad in multiples main deck because it takes a lot of mana to do anything and be worth one spot let alone four main deck spots.
Cards to consider cutting:
- 4x Sweltering Suns
- 3x Hailfire
- 1x Duress
- 2x Panharmonicon
- 1x The Immortal Sun
- 1x Combustible Gearhulk
Cards to consider adding:
Adding more main deck artifacts makes Disintegration a very potent removal spell.
Good luck with your deck.