Second Sunrise


Format Legality
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Mirrodin Rare

Combos Browse all

Second Sunrise


Each player returns to play all artifact, creature, enchantment, and land cards that were put into his or her graveyard from play this turn.

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Second Sunrise Discussion

PhotogenicParasympathetic on Advertise your COMMANDER deck!

1 week ago

Preparing a comment for the above deck now...

I'm looking for help on this deck:

Breya Eggstraordinary

Commander / EDH PhotogenicParasympathetic


Looking for other cards that help me dig, ideally that can be reused with Second Sunrise/Faith's Reward.

MindAblaze on Dark Science Revolution

1 week ago

Second Sunrise and Faith's Reward?

Dispeller's Capsule is useful. Etherium Astrolabe might be too. I've seen Dreamstone Hedron and it's ilk (mana rocks that can be sacced to draw) used quite extensively, and the ability to recur them is always a bonus.

On a related note, Hanna, Ship's Navigator is probably too useful to not run. She was a great include in the Breya deck. My buddy uses her as his commander and just picking up Burnished Hart over and over gets annoying, but flies under the radar enough to not draw attention to him.

NensouHiebara on Sram, Senior Edificer | Equipment Voltron

2 weeks ago


Indomitable Archangel's shroud is a deal breaker in a deck with artifact creatures.

Second Sunrise, along with Faith's Reward, are too restrictive. This effect only works if I have Sunrise or Reward in hand the turn my permanents are destroyed. Regular recursion effects are much better.


I don't want to squander the four open slots. Figuring out what to take out for new cards can be dreadful and keeping open space in the deck make changes easier, especially if more Equipment support is coming.

Eternal Dragon is one of the better utility cards in the deck. It's always useful, unlike ramp effects that tend to be dead cards in the mid-late game. I don't mind high CMC cards that have a use earlier in the game.

Paradoxprism on Sram, Senior Edificer | Equipment Voltron

3 weeks ago


Indomitable hits 24 cards in your deck, also if you replace Avacyn, Angel of Hope for Indomitable Archangel, you can replace Karmic Justice for Second Sunrise.

Daedalus19876 on Breya Eggstraordinary

3 weeks ago

Seems good! Mana base could use a little work, but of course I recognize that it's always an issue of budget. Still, City of Brass, Mana Confluence, and Forbidden Orchard always do good things for cheap.

I think that this deck could use a Semblance Anvil and a Null Profusion. Both would help you find your proper combo pieces. Have you considered Open the Vaults as another clone of Second Sunrise?

Without a way to use her in a combo, I personally think that Saheeli Rai is trash here. Also, Tezzeret's Ambition is pretty bad and I would use Thoughtcast or Rhystic Study or Vedalken Archmage or Necropotence instead.

Hope this helps! :)

Leptys207 on Breya Eggs

1 month ago


Hello! As we're a storm/engine combo deck we primarily aim to reach a card that can draw us a crapton of cards (Ad Nauseam/Necropotence/Notion Thief) and tutor the combo pieces we're lacking afterwards. Breya doesn't draw us cards like most other generals piloting storm decks do, so getting a card-draw engine/wheel/etc. (and a way to play it) in your opener is very important. As long as you can get an engine online, the rest of the hand doesn't matter as much as you can get to your cards suited better for the situation afterwards. The general rule of thumb is to ask yourself if this hand you drew has a gameplan (combo potential/tutors/card-draw/a lot of interaction) that you can proceed with before several turns have passed. If the answer is yes, you should be good to go.

What would be included in a good opener is 1-2 lands at least, preferably with access to both blue and black (as those are the main colors of the deck), 1-3 ramp pieces, 1-2 tutor/card-draw cards and possibly one piece of interaction. If you can't come across any card-draw/tutors, try to keep hands with high amounts of interaction. That way you can play the control role for the early game, then slowly accumulate value with your engines until you'll be able to find a window to combo off.

Example cards in a bad opener would include high-CMC cards that cant be cast with your opener's available colors, more than one combo piece (unless they can combo off with each other and you can cast them quickly), 0 and 4+ landers (obviously) and finally, the eggs themselves (note: eggs do not count as card-draw!).

As far as the egg usefulness in early game goes, you can use them as cantrips but try your best to save them for later. Where they shine is fixing mana, drawing cards you tutored to the top of your deck or recur a ton of them with Faith's Reward/Second Sunrise after you've reached critical mass.

Hopefully that was of some use, also thanks for commenting.

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